Rax's Tower
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http://raxstower.finzen.com/index.php/Main_Page
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2012-08-31T23:51:23Z
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'''MediaWiki has been successfully installed.'''
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b7a3846f2c55072191227d89a3204fe379288fee
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1
2012-09-01T15:02:19Z
RaxTheGrey
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[[L5R]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
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e6f359e055587c1d06e1ad870d30ab1148a5837f
3
2
2012-09-01T15:03:19Z
RaxTheGrey
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[[L5R:Home]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
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28b6bb50f748b6880479fcba123c516a8d87684e
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2013-09-25T01:51:34Z
RaxTheGrey
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[[L5R:Home]]
[[EP:Home]]
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413fd9f78f28dcb7510fab339e873a69cd3bddbd
5
4
2013-09-25T01:53:34Z
RaxTheGrey
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[[L5R:Home]]
[[EP:Home]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
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54d27fd77f0293b2a671fbc9dd1a47acb6423035
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2013-09-25T02:26:14Z
RaxTheGrey
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[[Legend of the Five Rings]]
[[Eclipse Phase]]
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a4e10120664a1744eff93b094e3ec6898e63720d
10
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2013-10-24T01:10:57Z
RaxTheGrey
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[[Legend of the Five Rings]]
[[Eclipse Phase]]
[[General Lore]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
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ff3a36e83447d9d9796d6e0d6c639fa8c28204ac
Legend of the Five Rings
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2
7
2013-09-25T02:28:44Z
RaxTheGrey
1
Created page with "[[Salamander Clan]]"
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[[Salamander Clan]]
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2014-03-08T01:37:46Z
RaxTheGrey
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[[NPCs]]
[[Salamander Clan]]
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2014-03-08T01:49:52Z
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[[People_(L5R)|People]]
[[Salamander Clan]]
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2014-03-08T02:19:03Z
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[[Clans_(L5R)|Clans]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
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2014-03-08T02:23:57Z
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[[Clans_(L5R)|Clans]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
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2014-03-08T02:26:07Z
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[[Clans_(L5R)|Clans]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
[[Advantages-Disadvantages_(L5R)|Advantages / Disadvantages]]
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2014-03-08T02:29:08Z
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[[Clans_(L5R)|Clans]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
[[Advantages-Disadvantages_(L5R)|Advantages / Disadvantages]]
[[Kiho]]
[[Kata]]
5f788bcc580461ce8fef3d5e05e9b2e5e009afbe
Eclipse Phase
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2013-09-25T02:34:09Z
RaxTheGrey
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Created page with "[[Proxies]]"
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[[Proxies]]
aa84b05ffd98cf709a34010b53861f2c95a0d7d9
Proxies
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2013-09-25T02:34:24Z
RaxTheGrey
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Created page with "[[Magnum Opus]]"
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[[Magnum Opus]]
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General Lore
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2013-10-24T01:11:21Z
RaxTheGrey
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Created page with "[[Celestial Beings]] [[Infernal Beings]]"
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[[Celestial Beings]]
[[Infernal Beings]]
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2013-10-24T01:11:30Z
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[[Celestial Beings]]
[[Infernal Beings]]
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Celestial Beings
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2013-10-24T01:11:58Z
RaxTheGrey
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Created page with "[[Arein]] - Trumpet Archon"
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[[Arein]] - Trumpet Archon
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2013-10-24T01:19:49Z
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[[Arein]] - [http://www.d20srd.org/srd/monsters/archon.htm#trumpetArchon Trumpet Archon]
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Infernal Beings
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2013-10-24T01:12:33Z
RaxTheGrey
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Created page with "[[Crowley]] - Indeterminate Demon"
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[[Crowley]] - Indeterminate Demon
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Salamander Clan
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2014-03-08T01:31:25Z
RaxTheGrey
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Created page with "[[Hanzaki Daisuke]] (illegitimate son of [[Bayushi Daiko]] and [[Agasha Daisuke]]) was a shugenja trained in the Agasha style of his father who saved a village from burning by..."
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[[Hanzaki Daisuke]] (illegitimate son of [[Bayushi Daiko]] and [[Agasha Daisuke]]) was a shugenja trained in the Agasha style of his father who saved a village from burning by channeling his own ties with the fire kami during the Spirit War. Toturi I granted minor clan status to the Salamander clan in 1158. He also gave sanction to the [[Hanzaki Family]] of the Salamander clan. Daisuke founded the [[Hanzaki Shugenja]] school.
The Salamander were given land on [[Dragon Heart Plain]] at Daisuke's request. He intendeds to embarrass the [[Phoenix Clan]] by purging the dark forces that dwell their and make use of the fertile farm lands.
The clan's colors are black and red with yellow highlights.
[[Hanzaki Family]]
[[Hanzaki Shugenja]]
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Bayushi Daiko
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2014-03-08T01:35:00Z
RaxTheGrey
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Created page with "Rank 2 Bayushi Courtier Insight: 156 *Earth: 2 *Fire: 3 *Water: 2 *Air: 3 *Void: 2 Honor: 2.5 Glory: 2.0 Status: 2.0 Unarmored TN: 20 Initiative: 5k3 Wakizashi: 3k3*, 4k2..."
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Rank 2 Bayushi Courtier
Insight: 156
*Earth: 2
*Fire: 3
*Water: 2
*Air: 3
*Void: 2
Honor: 2.5
Glory: 2.0
Status: 2.0
Unarmored TN: 20
Initiative: 5k3
Wakizashi: 3k3*, 4k2
Unarmed: 4k3, 2k1
Artisan - Poetry: 2
Athletics: 1
''Calligraphy'': 1
''Courtier'' (''Gossip''): 3
Defense: 1
''Etiquette'': 3
''Investigation'': 3
Jiujutsu: 1
''Games - Go'': 3
Games - Kemari: 1
Lore - History: 1
''Sincerity'' (''Deceit''): 5 (+5 to contested rolls)
''Temptation'' (Seduction): 5 (+5 to contested rolls)
;Inner Gift - Empathy
:You gain +1k1 to Courtier rolls to determine another's feelings/desires.
;Rumormonger
:Resist spreading rumors with Willpower vs Glory Rank of person involved x 5
;Weakness is My Strength
:Gain a free raise on contested Social rolls for every 3 points of Mental or Social disadvantage opponent has
:Max 5 free raises
;Shallow Waters
:Contested Investigation/Awareness vs Etiquette/Awareness to learn name and rank of lowest Mental trait and lowest non-zero Social skill
:May raise for next lowest of each
Daiko became the mistress of [[Agasha Daisuke]] shortly before his death. During their dalliance she became both pregnant with his child and emotionally attached to his naivete. After his death she swore vengeance on his killer, [[Shiba Akira]], but he died before she was able to complete her plan. She subsequently struck a marriage deal with [[Bayushi Kenpachi]] to cover her pregnancy that involved keeping [[Shosuro Meiumi]] as a mistress.
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Shosuro Meiumi
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2014-03-08T01:36:20Z
RaxTheGrey
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Created page with "Rank 3 Shosuro Infiltrator Insight: 192 *Earth: 2 *Fire: 2 *Water: 2 *Air: 3 *Void: 3 Honor: 1.5 Glory: 2.0 Status: 2.0 Unarmored TN: 20 Armor TN: 25 (Light Armor, +5 TN t..."
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Rank 3 Shosuro Infiltrator
Insight: 192
*Earth: 2
*Fire: 2
*Water: 2
*Air: 3
*Void: 3
Honor: 1.5
Glory: 2.0
Status: 2.0
Unarmored TN: 20
Armor TN: 25 (Light Armor, +5 TN to Athletics and Stealth rolls)
Reduction: 3
Initiative: 5k3
Katana: 3k2, 5k2
Wakizashi: 3k2, 4k2
Ninja-to: 3k2, 4k2
Kusarigama: 5k2, 2k2/2k1 (kama/weight)
Tanto: 3k2, 3k1
Shuriken: 7k2, 2k1 (25' range)
Unarmed: 5k2, 3k1
''Acting'' (Courtier): 5 (TN to create a disguise is reduced by 10)
Artisan - Poetry: 3
''Athletics'': 3 (Moderate terrain does not impede, Difficult at Water -1, not Water -2)
Chain Weapons: 3 (May be used to init a grapple)
Courtier (Manipulation): 3
Craft - Poison: 1
Defense: 3 (May keep Defense/Reflexes roll round to round in Full Defense)
Etiquette: 3
Games - Letters: 1
Games - Sadane: 2
Investigation: 3
Jiujutsu: 3
Kenjutsu (Ninja-to): 1
Knife (Tanto): 1
Medicine: 1
''Ninjutsu'' (Blowgun, Shuriken, Tsubute): 5 (Damage for ninjutsu weapons is +1k0, Ninjutsu weapon damage explodes normally)
Perform - Song: 5
''Sincerity'' (Deceit): 5 (+5 to contested rolls)
Sleight of Hand (Conceal): 5 (May use to conceal small weapons)
''Stealth'' (''Sneaking''): 5 (Stealthed Simple moves are Water x 10)
''Temptation'' (Seduction): 5 (+5 to contested rolls)
;Dangerous Beauty
:Gain +1k0 to Temptation skill with opposite sex
;The Path of Shadows
:You lose no Honor for using Low skills or Ninjutsu weapons in service to the Scorpion
:Gain +2k0 to all Stealth rolls
;Strike from Darkness
:Raises against unaware opponent are not limited by your Void
:Add +1k0 per School Rank to attack rolls on unaware opponent
:Add +1k0 per 2 School Rank to attack rolls on opponents with condition effects. This is not cumulative with the above.
;The Shadowed Blade - The Great Clans pg. 281
:Attack as a Simple action with knives and Ninjutsu weapons.
:Complex action to make School Rank number of shuriken attacks in a round.
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People (L5R)
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2014-03-08T01:41:01Z
RaxTheGrey
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Created page with "* Mantis ** [[Yoritomo Koebi]] (Shrimp) * Scorpion ** [[Bayushi Daiko]] ** [[Shosuro Meiumi]]"
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* Mantis
** [[Yoritomo Koebi]] (Shrimp)
* Scorpion
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* [[Minor Clans]]
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Dove]]
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2014-03-08T01:48:47Z
RaxTheGrey
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RaxTheGrey moved page [[NPCs]] to [[People]]
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* [[Minor Clans]]
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Dove]]
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2014-03-08T01:50:04Z
RaxTheGrey
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RaxTheGrey moved page [[People]] to [[People (L5R)]] without leaving a redirect
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* [[Minor Clans]]
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Dove]]
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2014-03-08T02:16:33Z
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* [[Minor Clans]]
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Dove]]
** [[Ample]]
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* [[Minor Clans]]
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
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2014-03-08T02:21:46Z
RaxTheGrey
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
543bb47bf8e9e7082fd550c1a8054e183e449fbd
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2014-03-08T02:25:02Z
RaxTheGrey
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* [[Crab Clan]]
* [[Crane Clan]]
* [[Dragon Clan]]
** [[Agasha Daisuke]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
2bdf70224508f0312ba78080afff85a8dac7093c
Yoritomo Koebi
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12
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2014-03-08T01:41:24Z
RaxTheGrey
1
Created page with "Rank 2 Yoritomo Bushi Insight: 166 *Earth: 2 *Fire: 3 *Water: 3 *Air: 3 *Void: 2 Honor: 3.5 Glory: 1.4 Status: 1.0 Armor TN: 23 (Ashigaru Armor) Reduction: 1 Initiative: ..."
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Rank 2 Yoritomo Bushi
Insight: 166
*Earth: 2
*Fire: 3
*Water: 3
*Air: 3
*Void: 2
Honor: 3.5
Glory: 1.4
Status: 1.0
Armor TN: 23 (Ashigaru Armor)
Reduction: 1
Initiative: 5k3
Katana: 7k3, 7k2
Kama: 7k3, 3k2
Unarmed: 5k3, 3k1
''Commerce'': 3
''Defense'': 3 (May keep previous Defense/Reflexes roll while in Full Defense)
Iaijutsu (Assessment): 1
''Investigation'' (Interrogation): 5 (Second use of Search may be made with no TN increase, Gain +5 to contested rolls)
Intimidation: 3
''Jiujutsu'' (''Improvised Weapons''): 1
''Kenjutsu'' (Katana): 3 (Damage with swords gains +1k0)
''Knives'' (''Kama''): 3
Lore - Ryoko Owari: 3
Lore - Theology (Shintao): 1
Meditation: 1
''Sailing'': 4
Temptation (Bribery): 5 (Gain +5 to Temptation contested rolls)
;Spy Network
:Once per session you may contact your spy network and gain 1 piece of useful information.
;The Way of the Mantis
:No Movement penalties for rough or uneven terrain
:No Glory or Honor loss for using Peasant weapons
:No penalties for Small or Medium Peasant weapons in off hand
:Gain +1k0 to all attacks
;Voice of the Storm
:Every time you hit an opponent in melee their Armor TN is reduced by 5
:This only applies to your attacks and lasts for 2 rounds
:This is cumulative (up to School Rank times) and the duration resets at each application
4b6a9e05d9d8ec9f1a628e5bbc4851385d6e6079
Hanzaki Family
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14
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2014-03-08T02:13:01Z
RaxTheGrey
1
Created page with "The Hanzaki family is the founding family of the [[Salamander Clan]]. It was founded by [[Hanzaki Daisuke]], formerly Yoritomo Daisuke. ''Family bonus'': +1 Intelligence"
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The Hanzaki family is the founding family of the [[Salamander Clan]]. It was founded by [[Hanzaki Daisuke]], formerly Yoritomo Daisuke.
''Family bonus'': +1 Intelligence
b99815d87d420b63156d0859e1fe144d151d4f4c
Hanzaki Shugenja
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15
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2014-03-08T02:13:43Z
RaxTheGrey
1
Created page with "The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fir..."
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': Athletics, Calligraphy (Cipher), Defense, Lore - Theology, Spellcraft, any 1 High or Bugei skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, Sense, Commune, Summon
''Technique'': //Child of the Fire Kami//: Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill empasis in it. Gain a free raise on all spells with the Battle or Craft keywords.
de5fb9e203a5541898b68e51e7e1bd2ca9158a2d
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2014-03-08T02:14:04Z
RaxTheGrey
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': Athletics, Calligraphy (Cipher), Defense, Lore - Theology, Spellcraft, any 1 High or Bugei skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, Sense, Commune, Summon
''Technique'': //Child of the Fire Kami//: Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill empasis in it. Gain a free raise on all spells with the Battle or Craft keywords.
9b7a3e1b6c7b28c55abc5f883139199e2678d7f9
Dove
0
16
30
2014-03-08T02:15:11Z
RaxTheGrey
1
Created page with "Rank 3 Ronin Insight: 178 *Earth: 3 **Willpower: 5 *Fire: 4 *Water: 2 *Air: 4 *Void: 2 Honor: 3.0 Glory: 1.3 Status: 0.0 Armor TN: 23 (Ashigaru Armor) Reduction: 1 15:+0,..."
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Rank 3 Ronin
Insight: 178
*Earth: 3
**Willpower: 5
*Fire: 4
*Water: 2
*Air: 4
*Void: 2
Honor: 3.0
Glory: 1.3
Status: 0.0
Armor TN: 23 (Ashigaru Armor)
Reduction: 1
15:+0,21:+3,27:+5,33:+10,39:+15,45:+20,51:+40,57:Out,66:Dead
Initiative: 4k3
Katana: 9k4, 6k2
Wakizashi: 9k4, 5k2
Naginata: 7k4, 5k2
Unarmed: 4k4, 2k1
Athletics: 3
Defense: 3
Horsemanship: 3
Hunting: 3
Iaijutsu: 3
Kenjutsu (Katana, Wakizashi): 5
Kyujutsu: 1
Polearms (Naginata): 3
Sailing: 1
Stealth (Sneaking): 3
*Paragon: Courage
**You gain +1k1 on rolls against Intimidation and Fear
5d3ffb183470a354a62f60d2cbb1f436db3ff0e2
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2014-03-08T02:15:51Z
RaxTheGrey
1
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Rank 3 Ronin
Insight: 178
*Earth: 3
**Willpower: 5
*Fire: 4
*Water: 2
*Air: 4
*Void: 2
Honor: 3.0
Glory: 1.3
Status: 0.0
Armor TN: 23 (Ashigaru Armor)
Reduction: 1
15:+0,21:+3,27:+5,33:+10,39:+15,45:+20,51:+40,57:Out,66:Dead
Initiative: 4k3
Katana: 9k4, 6k2
Wakizashi: 9k4, 5k2
Naginata: 7k4, 5k2
Unarmed: 4k4, 2k1
Athletics: 3
Defense: 3
Horsemanship: 3
Hunting: 3
Iaijutsu: 3
Kenjutsu (Katana, Wakizashi): 5
Kyujutsu: 1
Polearms (Naginata): 3
Sailing: 1
Stealth (Sneaking): 3
;Paragon: Courage
:You gain +1k1 on rolls against Intimidation and Fear
7058b2ba26963406eb6f292331c1333272fef118
32
31
2014-03-08T02:16:08Z
RaxTheGrey
1
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Rank 3 Ronin
Insight: 178
*Earth: 3
**Willpower: 5
*Fire: 4
*Water: 2
*Air: 4
*Void: 2
Honor: 3.0
Glory: 1.3
Status: 0.0
Armor TN: 23 (Ashigaru Armor)
Reduction: 1
15:+0,21:+3,27:+5,33:+10,39:+15,45:+20,51:+40,57:Out,66:Dead
Initiative: 4k3
Katana: 9k4, 6k2
Wakizashi: 9k4, 5k2
Naginata: 7k4, 5k2
Unarmed: 4k4, 2k1
Athletics: 3
Defense: 3
Horsemanship: 3
Hunting: 3
Iaijutsu: 3
Kenjutsu (Katana, Wakizashi): 5
Kyujutsu: 1
Polearms (Naginata): 3
Sailing: 1
Stealth (Sneaking): 3
;Paragon - Courage
:You gain +1k1 on rolls against Intimidation and Fear
a72985e2e8ee797e20a0d296f5b065667f178de7
Ample
0
17
34
2014-03-08T02:16:59Z
RaxTheGrey
1
Created page with "Rank 2 Mantis Brawler Insight: 150 *Earth: 5 *Fire: 1 **Agility: 3 *Water: 1 **Strength: 4 *Air: 2 *Void: 1 Honor: 3.5 Glory: 2.0 Status: 0.0 Armor TN: 15 Initiative: 4k2..."
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Rank 2 Mantis Brawler
Insight: 150
*Earth: 5
*Fire: 1
**Agility: 3
*Water: 1
**Strength: 4
*Air: 2
*Void: 1
Honor: 3.5
Glory: 2.0
Status: 0.0
Armor TN: 15
Initiative: 4k2
Katana: 6k3, 9k2
Kama: 8k3, 6k2
Tanto: 8k3, 7k1
Kusarigama: 6k3, 5k2/5k1 kama/weight
Tetsubo: 6k3, 8k3
Unarmed: 8k3, 7k2
Animal Handling (Dogs): 1
''Athletics'': 5 (No movement penalties due to terrain)
Chain Weapons: 3 (May initiate a Grapple with a Chain Weapon)
''Commerce'': 3
Defense: 5 (May retain result of Defense/Reflexes roll in Full Defense, Armor TN is +3 in Defense and Full Defense)
''Heavy Weapons'' (Tetsubo): 3 (Opponent Reduction is -2)
Horsemanship: 1
''Intimidation'' (Bullying): 5 (Gain +5 to Contested rolls)
''Jiujutsu'' (Grappling, Improvised Weapons): 7 (+1k1 unarmed damage, Free raise to init Grapple)
Kenjutsu: 3 (+1k0 to sword damage)
''Knives'': 5 (No off-hand penalty for knives, use of sai or jitte gives free raise to Disarm)
Lore - Ryoko Owari: 5
''Sailing'' (Knot-work): 1
Temptation (Bribery): 3
;Large
:Gain +1k0 to melee attack damage
;Strength of the Earth
:Wound penalties are reduced by 3
;Frail Mind
:Opponent gains +2k0 on contested rolls involving Willpower
;Way of Drunken Fists
:You suffer no Armor TN penalty for being Prone
:You still gain the Armor TN bonus to ranged attacks for being Prone
:Gain +1k0 to rolls made to gain control of a grapple
:Gain +1k0 to damage with Unarmed Strikes, Improvised Weapons, and Small weapons
;Drunk Loses His Sandal
:If you successfully Feint you may reduce extra damage by 5 to add 5 to your Armor TN until your next turn
:If you are Prone this bonus is 10 instead
:Immediately after an enemy attack resolves (regardless of outcome) you may take a Free Action to become Prone
9c6a424f12329378d680eb6d0d446f2fa8d2d1fe
Clans (L5R)
0
18
37
2014-03-08T02:19:40Z
RaxTheGrey
1
Created page with "* Major Clans * Minor Clans ** [[Salamander Clan]]"
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* Major Clans
* Minor Clans
** [[Salamander Clan]]
3c9f603d058c07c7def5b625c2dd1bca2e35466c
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2014-03-08T02:21:16Z
RaxTheGrey
1
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* Major Clans
** [[Crab Clan]]
** [[Crane Clan]]
** [[Dragon Clan]]
** [[Lion Clan]]
** [[Mantis Clan]]
** [[Phoenix Clan]]
** [[Scorpion Clan]]
** [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
e4d66ef05888f8d100e74c6b3e70dc2e04f340f9
Schools (L5R)
0
19
40
2014-03-08T02:22:53Z
RaxTheGrey
1
Created page with "* Artisan * Bushi * Courtier * Monk * Ninja * Shugenja ** [[Hanzaki Shugenja]]"
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* Artisan
* Bushi
* Courtier
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]]
3d0b31df3c8512fb5476a637671bce8dd1a986b4
50
40
2014-03-08T02:30:00Z
RaxTheGrey
1
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* Artisan
* Bushi
**[[Ide Duelist]]
* Courtier
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]]
0fd7be92ca67c5974726d52160f5bdb26c20b2cb
51
50
2014-03-08T02:30:28Z
RaxTheGrey
1
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* Artisan
* Bushi
**[[Ide Duelist]] (Unicorn)
* Courtier
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]] (Salamander)
4803018432de1995efe9fed65690c20d5f0edf9a
Agasha Daisuke
0
20
43
2014-03-08T02:25:18Z
RaxTheGrey
1
Created page with "Disadvantages: [[Enlightened Madness]] (Fire, 6) Tempted by [[Bayushi Daiko]] into taking her on as a mistress for 2 koku per month"
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Disadvantages: [[Enlightened Madness]] (Fire, 6)
Tempted by [[Bayushi Daiko]] into taking her on as a mistress for 2 koku per month
9a9e34e941cbdea6f988249eed94f2f6f7981762
Advantages-Disadvantages (L5R)
0
21
45
2014-03-08T02:26:39Z
RaxTheGrey
1
Created page with "* Advantages * Disadvantages ** [[Enlightened Madness]]"
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* Advantages
* Disadvantages
** [[Enlightened Madness]]
e1a8f2fea18f3f1af254042a7e93fd8f26173427
Enlightened Madness
0
22
46
2014-03-08T02:27:34Z
RaxTheGrey
1
Created page with "(4/6 POINTS) [SPIRITUAL] The touch of divine insight has twisted your mind and soul, driving you to strange and violent acts. Choose either a Ring or a Skill. If you are of t..."
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(4/6 POINTS) [SPIRITUAL]
The touch of divine insight has twisted your mind and soul, driving you to strange and violent acts. Choose either a Ring or a Skill. If you are of the tattooed orders you may also choose one of your tattoos. Any time you use the Skill/tattoo or make a Ring roll or Spell Casting Roll using the Ring, you must roll Willpower or be temporarily consumed with madness, passing into the control of the GM for the next eight hours.
The TN of the Willpower roll is 20 for the 4-point version of this Disadvantage, 30 for the 6-point version.
5f4f8db13012ff84fa223198eda533b6cd23d423
Spells (L5R)
0
23
47
2014-03-08T02:28:37Z
RaxTheGrey
1
Created page with "*Earth **[[Armor of the Earth]] **@@[[Blood Rite]]@@ **@@[[Caress of Fu Leng]]@@ **[[Courage of the 7 Thunders]] **[[Elemental Ward]] **[[Force of Will]] **[[Immortal Steel]] ..."
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*Earth
**[[Armor of the Earth]]
**@@[[Blood Rite]]@@
**@@[[Caress of Fu Leng]]@@
**[[Courage of the 7 Thunders]]
**[[Elemental Ward]]
**[[Force of Will]]
**[[Immortal Steel]]
**@@[[Suck the Marrow]]@@
**@@[[Summon Oni]]@@
**@@[[Summon Swamp Spirits]]@@
**@@[[Summon Undead Champion]]@@
**@@[[Tomb of Earth]]@@
**[[Tomb of Jade]]
**[[Wholeness of the World]]
*Fire
**@@[[Bleeding]]@@
**[[Extinguish]]
**[[Fires of Purity]]
**[[Disrupt the Aura]]
**[[Haze of Battle]]
**[[Globe of the Everlasting Sun]]
**@@[[Puppet Master]]@@
**@@[[Written in Blood]]@@
*Water
**@@[[Dark Wings]]@@
**[[Near to Ice]]
**[[Rejuvenating Vapors]]
**[[Reversal of Fortunes]]
**[[Wisdom and Clarity]]
*Air
**[[Benten's Touch]]
**@@[[Blood and Darkness]]@@
**[[By the Light of the Moon]]
**[[Commune with Animals]]
**@@[[Curse of the Clan]]@@
**@@[[Curse of the Kansen]]@@
**@@[[Dark Divination]]@@
**@@[[Sinful Dreams]]@@
**[[Summon Fog]]
**@@[[Symbol of the Bloodspeaker]]@@
**[[To Seek the Truth]]
**@@[[Ward of Divine Peace]]@@
*Void
**
4f7277074fbefd0acd4fc13b41d9fc9949a580ab
Kiho
0
24
49
2014-03-08T02:29:21Z
RaxTheGrey
1
Created page with "*Air *Earth **[[Essense of Corruption]] *Fire *Water *Taint **[[Bloodstrike]] **[[Child of the Corrupted Dragon]] **[[Corrupted Touch]]"
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*Air
*Earth
**[[Essense of Corruption]]
*Fire
*Water
*Taint
**[[Bloodstrike]]
**[[Child of the Corrupted Dragon]]
**[[Corrupted Touch]]
6cdd5e1870cf17681f166e93a72635e1fb3fc45d
Legend of the Five Rings
0
2
52
48
2014-03-08T02:31:30Z
RaxTheGrey
1
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[[Clans_(L5R)|Clans]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
[[Advantages-Disadvantages_(L5R)|Advantages / Disadvantages]]
[[Kiho]]
[[Kata]]
[[Misc_(L5R)|Misc]]
a9dcfdd66a8d2b7e3360e7f24a6c8010b99bf354
Misc (L5R)
0
25
53
2014-03-08T02:31:40Z
RaxTheGrey
1
Created page with "Damage Tracks Earth 1: 5:0, 7:+3, 9:+5, 11:+10, 13:+15, 15:+20, 17:+40, 19:Out, 21:Dead Earth 2: 10:0, 14:+3, 18:+5, 22:+10, 26:+15, 30:+20, 34:+40, 38:Out, 42:Dead Earth 3: 1..."
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Damage Tracks
Earth 1: 5:0, 7:+3, 9:+5, 11:+10, 13:+15, 15:+20, 17:+40, 19:Out, 21:Dead
Earth 2: 10:0, 14:+3, 18:+5, 22:+10, 26:+15, 30:+20, 34:+40, 38:Out, 42:Dead
Earth 3: 15:0, 21:+3, 27:+5, 33:+10, 39:+15, 45:+20, 51:+40, 57:Out, 63:Dead
Earth 4: 20:0, 28:+3, 36:+5, 44:+10, 52:+15, 60:+20, 68:+40, 76:Out, 84:Dead
Earth 5: 25:0, 35:+3, 45:+5, 55:+10, 65:+15, 75:+20, 85:+40, 95:Out, 105:Dead
Earth 6: 30:0, 42:+3, 54:+5, 66:+10, 78:+15, 90:+20, 102:+40, 114:Out, 126:Dead
Earth 7: 35:0, 49:+3, 63:+5, 77:+10, 91:+15, 105:+20, 119:+40, 133:Out, 147:Dead
Earth 8: 40:0, 56:+3, 72:+5, 88:+10, 104:+15, 120:+20, 136:+40, 152:Out, 168:Dead
Earth 9: 45:0, 63:+3, 81:+5, 99:+10, 117:+15, 135:+20, 153:+40, 171:Out, 189:Dead
Earth 10: 50:0, 70:+3, 90:+5, 110:+10, 130:+15, 150:+20, 170:+40, 190:Out, 210:Dead
823edb89d4d06816cf0090731191f726d175fbb4
54
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2014-03-08T02:32:09Z
RaxTheGrey
1
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*Damage Tracks
** Earth 1: 5:0, 7:+3, 9:+5, 11:+10, 13:+15, 15:+20, 17:+40, 19:Out, 21:Dead
** Earth 2: 10:0, 14:+3, 18:+5, 22:+10, 26:+15, 30:+20, 34:+40, 38:Out, 42:Dead
** Earth 3: 15:0, 21:+3, 27:+5, 33:+10, 39:+15, 45:+20, 51:+40, 57:Out, 63:Dead
** Earth 4: 20:0, 28:+3, 36:+5, 44:+10, 52:+15, 60:+20, 68:+40, 76:Out, 84:Dead
** Earth 5: 25:0, 35:+3, 45:+5, 55:+10, 65:+15, 75:+20, 85:+40, 95:Out, 105:Dead
** Earth 6: 30:0, 42:+3, 54:+5, 66:+10, 78:+15, 90:+20, 102:+40, 114:Out, 126:Dead
** Earth 7: 35:0, 49:+3, 63:+5, 77:+10, 91:+15, 105:+20, 119:+40, 133:Out, 147:Dead
** Earth 8: 40:0, 56:+3, 72:+5, 88:+10, 104:+15, 120:+20, 136:+40, 152:Out, 168:Dead
** Earth 9: 45:0, 63:+3, 81:+5, 99:+10, 117:+15, 135:+20, 153:+40, 171:Out, 189:Dead
** Earth 10: 50:0, 70:+3, 90:+5, 110:+10, 130:+15, 150:+20, 170:+40, 190:Out, 210:Dead
b82c99c94708b19a81052c898180a07e93d12174
Spells (L5R)
0
23
55
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2014-03-08T03:47:13Z
RaxTheGrey
1
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*Earth
**[[Armor of the Earth]]
**'''[[Blood Rite]]'''
**'''[[Caress of Fu Leng]]'''
**[[Courage of the 7 Thunders]]
**[[Elemental Ward]]
**[[Force of Will]]
**[[Immortal Steel]]
**'''[[Suck the Marrow]]'''
**'''[[Summon Oni]]'''
**'''[[Summon Swamp Spirits]]'''
**'''[[Summon Undead Champion]]'''
**'''[[Tomb of Earth]]'''
**[[Tomb of Jade]]
**[[Wholeness of the World]]
*Fire
**'''[[Bleeding]]'''
**[[Extinguish]]
**[[Fires of Purity]]
**[[Disrupt the Aura]]
**[[Haze of Battle]]
**[[Globe of the Everlasting Sun]]
**'''[[Puppet Master]]'''
**'''[[Written in Blood]]'''
*Water
**'''[[Dark Wings]]'''
**[[Near to Ice]]
**[[Rejuvenating Vapors]]
**[[Reversal of Fortunes]]
**[[Wisdom and Clarity]]
*Air
**[[Benten's Touch]]
**'''[[Blood and Darkness]]'''
**[[By the Light of the Moon]]
**[[Commune with Animals]]
**'''[[Curse of the Clan]]'''
**'''[[Curse of the Kansen]]'''
**'''[[Dark Divination]]'''
**'''[[Sinful Dreams]]'''
**[[Summon Fog]]
**'''[[Symbol of the Bloodspeaker]]'''
**[[To Seek the Truth]]
**'''[[Ward of Divine Peace]]'''
*Void
**
9ee3613c5874a0bbb37ae257251f9c17d64bbe9f
Blood Rite
0
26
56
2014-03-08T03:53:22Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Earth 1 (Maho) ''Range'': Touch ''Area of Effect'': One target person/creature ''Duration'': 10 minutes ''Raises'': Duration (+2 minutes per Raise), Spec..."
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''Ring/Mastery'': Earth 1 (Maho)
''Range'': Touch
''Area of Effect'': One target person/creature
''Duration'': 10 minutes
''Raises'': Duration (+2 minutes per Raise), Special (heals an extra +1k0 per Raise)
A deceptive spell which allows many maho-tsukai to masquerade as noble priests, healing the injured. This spell convinces the kansen to fl ow into the target, stimulating his flesh to heal and knit itself closed, and stimulating his body to feats of physical prowess. The target immediately heals 1k1 Wounds, and for the duration of the spell one of his physical Traits (chosen by the caster) is treated as one Rank higher. (This can award a temporary increase in Wounds if it causes the target’s Earth Ring to increase, but the Wounds will drop back to normal when the spell expires, and this may result in the death of the target if he has taken sufficient injury.) However, there is a cruel price for this assistance from the kansen: the target of the spell immediately gains 1k1 points of Shadowlands Taint.
[[Category:Spell]]
[[Category:Maho]]
[[Category:Earth]]
[[Category:Level 1]]
fa92aa715d793fc6dde0f7560b9b12c36901e7d3
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RaxTheGrey
1
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''Ring/Mastery'': Earth 1 (Maho)
''Range'': Touch
''Area of Effect'': One target person/creature
''Duration'': 10 minutes
''Raises'': Duration (+2 minutes per Raise), Special (heals an extra +1k0 per Raise)
A deceptive spell which allows many maho-tsukai to masquerade as noble priests, healing the injured. This spell convinces the kansen to fl ow into the target, stimulating his flesh to heal and knit itself closed, and stimulating his body to feats of physical prowess. The target immediately heals 1k1 Wounds, and for the duration of the spell one of his physical Traits (chosen by the caster) is treated as one Rank higher. (This can award a temporary increase in Wounds if it causes the target’s Earth Ring to increase, but the Wounds will drop back to normal when the spell expires, and this may result in the death of the target if he has taken sufficient injury.) However, there is a cruel price for this assistance from the kansen: the target of the spell immediately gains 1k1 points of Shadowlands Taint.
[[Category:Spell (L5R)]]
[[Category:Maho]]
[[Category:Earth]]
[[Category:Level 1 (L5R)]]
6a871a2ad59da6ec657c610105585b438fff8273
69
57
2014-03-08T04:31:24Z
RaxTheGrey
1
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''Ring/Mastery'': Earth 1 (Maho)
''Range'': Touch
''Area of Effect'': One target person/creature
''Duration'': 10 minutes
''Raises'': Duration (+2 minutes per Raise), Special (heals an extra +1k0 per Raise)
A deceptive spell which allows many maho-tsukai to masquerade as noble priests, healing the injured. This spell convinces the kansen to flow into the target, stimulating his flesh to heal and knit itself closed, and stimulating his body to feats of physical prowess. The target immediately heals 1k1 Wounds, and for the duration of the spell one of his physical Traits (chosen by the caster) is treated as one Rank higher. (This can award a temporary increase in Wounds if it causes the target’s Earth Ring to increase, but the Wounds will drop back to normal when the spell expires, and this may result in the death of the target if he has taken sufficient injury.) However, there is a cruel price for this assistance from the kansen: the target of the spell immediately gains 1k1 points of Shadowlands Taint.
[[Category:Spell (L5R)]]
[[Category:Maho Spell]]
[[Category:Earth Spell]]
[[Category:Level 1 (L5R)]]
bd9dca65fecf052e3a095633487df5c70f964da7
Elemental Ward
0
27
58
2014-03-08T03:56:07Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Earth 1 (Wards) ''Range'': Touch ''Area of Effect'': One target ''Duration'': 1 hour ''Raises'': Duration (+1/2 hour), Targets (+1 per two Raises) This ..."
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''Ring/Mastery'': Earth 1 (Wards)
''Range'': Touch
''Area of Effect'': One target
''Duration'': 1 hour
''Raises'': Duration (+1/2 hour), Targets (+1 per two Raises)
This spell uses the power of Earth to enhance resistance to hostile magic. The spirits of Earth armor the target’s body and soul, rejecting other kami when they try to affect the target. When the shugenja casts this spell, he chooses one Element (which cannot be Void or Maho). Spells of that element suffer a TN penalty equal to the caster’s School Rank x 5 when they are cast on anyone under the protection of this spell. (Unfortunately, this includes “friendly” magic such as healing.)
[[Category:Spell (L5R)]]
[[Category:Earth]]
[[Category:Level 1 (L5R)]]
[[Category:Wards]]
223f95fed339fd41eebba3921954e7dd3e6fa17e
70
58
2014-03-08T04:32:29Z
RaxTheGrey
1
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''Ring/Mastery'': Earth 1 (Wards)
''Range'': Touch
''Area of Effect'': One target
''Duration'': 1 hour
''Raises'': Duration (+1/2 hour), Targets (+1 per two Raises)
This spell uses the power of Earth to enhance resistance to hostile magic. The spirits of Earth armor the target’s body and soul, rejecting other kami when they try to affect the target. When the shugenja casts this spell, he chooses one Element (which cannot be Void or Maho). Spells of that element suffer a TN penalty equal to the caster’s School Rank x 5 when they are cast on anyone under the protection of this spell. (Unfortunately, this includes “friendly” magic such as healing.)
[[Category:Spell (L5R)]]
[[Category:Earth Spell]]
[[Category:Level 1 (L5R)]]
[[Category:Wards Spell]]
b6b7b74d36f832c637a23c1f6b0afe4b0875f6b5
Ide Duelist
0
28
59
2014-03-08T03:59:50Z
RaxTheGrey
1
Created page with "''Benefit'': +1 Reflexes ''Starting Honor'': 5.5 ''School Skills'': Defense, Etiquette, Horsemanship, Iaijutsu, Investigation (Notice), Kenjutsu, Any one Bugei or High skill..."
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''Benefit'': +1 Reflexes
''Starting Honor'': 5.5
''School Skills'': Defense, Etiquette, Horsemanship, Iaijutsu, Investigation (Notice), Kenjutsu, Any one Bugei or High skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1: Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your Etiquette Skill rolls.
;Rank 2: Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your Investigation and Hunting skill.
;Rank 3: Inner Focus
:In an Iaijutsu duel, the number of raises that you can make is increased by your Honor Rank. When in the Center Stance, your Armor TN is increased by twice your Honor Rank
;Rank 4: Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5: Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your Honor Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
c1e83b25311ada77bc4ada07224acbc0aa912580
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''Benefit'': +1 Reflexes
''Starting Honor'': 5.5
''School Skills'': Defense, Etiquette, Horsemanship, Iaijutsu, Investigation (Notice), Kenjutsu, Any one [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]]skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1: Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your Etiquette Skill rolls.
;Rank 2: Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your Investigation and Hunting skill.
;Rank 3: Inner Focus
:In an Iaijutsu duel, the number of raises that you can make is increased by your Honor Rank. When in the Center Stance, your Armor TN is increased by twice your Honor Rank
;Rank 4: Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5: Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your Honor Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
574c3bbef2d99aebb6bec17385bd040a18954ae7
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''Benefit'': +1 Reflexes
''Starting Honor'': 5.5
''School Skills'': Defense, Etiquette, Horsemanship, Iaijutsu, Investigation (Notice), Kenjutsu, Any one [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1: Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your Etiquette Skill rolls.
;Rank 2: Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your Investigation and Hunting skill.
;Rank 3: Inner Focus
:In an Iaijutsu duel, the number of raises that you can make is increased by your Honor Rank. When in the Center Stance, your Armor TN is increased by twice your Honor Rank
;Rank 4: Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5: Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your Honor Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
a4c1baf148d7f651b9ace3b24f57b14decae0b47
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RaxTheGrey
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''Benefit'': +1 Reflexes
''Starting Honor'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Etiquette_(L5R)|Etiquette]], [[Horsemanship_(L5R)|Horsemanship]], [[Iaijutsu_(L5R)|Iaijutsu]], [[Investigation_(L5R)|Investigation (Notice)]], [[Kenjutsu_(L5R)|Kenjutsu]], Any one [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1: Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your Etiquette Skill rolls.
;Rank 2: Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your Investigation and Hunting skill.
;Rank 3: Inner Focus
:In an Iaijutsu duel, the number of raises that you can make is increased by your Honor Rank. When in the Center Stance, your Armor TN is increased by twice your Honor Rank
;Rank 4: Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5: Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your Honor Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
4fdccefa82636c82c933b35246df763ccc128c9f
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''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Etiquette_(L5R)|Etiquette]], [[Horsemanship_(L5R)|Horsemanship]], [[Iaijutsu_(L5R)|Iaijutsu]], [[Investigation_(L5R)|Investigation (Notice)]], [[Kenjutsu_(L5R)|Kenjutsu]], Any one [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1: Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your [[Etiquette_(L5R)|Etiquette]] Skill rolls.
;Rank 2: Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your [[Investigation_(L5R)|Investigation]] and [[Hunting_(L5R)|Hunting]] skill.
;Rank 3: Inner Focus
:In an [[Iaijutsu_(L5R)|Iaijutsu]] duel, the number of raises that you can make is increased by your [[Honor_(L5R)|Honor]] Rank. When in the Center Stance, your Armor TN is increased by twice your [[Honor_(L5R)|Honor]] Rank
;Rank 4: Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5: Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your [[Honor_(L5R)|Honor]] Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
9d41ea7e1dae2ee05258a964a202943558c9f91f
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2014-03-08T05:19:43Z
RaxTheGrey
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''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Etiquette_(L5R)|Etiquette]], [[Horsemanship_(L5R)|Horsemanship]], [[Iaijutsu_(L5R)|Iaijutsu]], [[Investigation_(L5R)|Investigation (Notice)]], [[Kenjutsu_(L5R)|Kenjutsu]], Any one [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill.
''Outfit'': Sensible Clothing, Light Armor, Daisho, Any One Weapon, Horse (Unicorn Riding Horse), Kubi Bukuro, Salt Bag, Tatami Mat, Travelling Pack, 10 Koku
Techniques:
;Rank 1 - Strength of Tradition
:While you assume the Center Stance, you may add your School rank + ½ your Honor Rank rounded up to all your Assessment and Strike rolls. You gain +1k0 to your [[Etiquette_(L5R)|Etiquette]] Skill rolls.
;Rank 2 - Law of the Unicorn
:Spend a void point to reduce the damage on any of your attacks that would kill an opponent to instead dropping him to the out level. While mounted you receive a free raise to your [[Investigation_(L5R)|Investigation]] and [[Hunting_(L5R)|Hunting]] skill.
;Rank 3 - Inner Focus
:In an [[Iaijutsu_(L5R)|Iaijutsu]] duel, the number of raises that you can make is increased by your [[Honor_(L5R)|Honor]] Rank. When in the Center Stance, your Armor TN is increased by twice your [[Honor_(L5R)|Honor]] Rank
;Rank 4 - Perfection of Style
:You may make melee attacks with samurai weapons and jitte as a Simple Action instead of a Complex Action.
;Rank 5 - Will of the Fortunes
:A number of times per session equal to your Void Ring and only once per round you can spend 1 Void point to re-roll any roll. You add your [[Honor_(L5R)|Honor]] Rank to the new roll keeping the second roll in all cases. This bonus can be used in the Center Stance and stacks with Rank 1 Technique.
[[Category:Bushi School]]
[[Category:Unicorn School]]
25792a70f3fa9ab3ab828f761bcadd9344fdf2b4
Etiquette (L5R)
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29
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2014-03-08T04:20:00Z
RaxTheGrey
1
Created page with "(Awareness) ''Sub-Types'': [[:Category:Social Skill]] ''Emphases'': Bureaucracy, Conversation, Courtesy ''Description'': In a rigid hierarchical society such as the Emerald E..."
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(Awareness)
''Sub-Types'': [[:Category:Social Skill]]
''Emphases'': Bureaucracy, Conversation, Courtesy
''Description'': In a rigid hierarchical society such as the Emerald Empire, knowledge of appropriate conduct is essential for all but the most jaded and uncouth bushi. In many ways a proper code of etiquette is a defense for samurai, who can use their knowledge of how one should behave in a court setting as a shield against the manipulation of others. It can also allow them to avoid embarrassing faux pas by ensuring that they know to whom any particular concern should be addressed in the vast and often confusing Imperial bureaucracy, as well as the lesser bureaucracies maintained by the Great Clans.
Etiquette is essentially the “social defense” Skill of honorable characters in Rokugan’s courts. When someone tries to tempt, manipulate, or otherwise influence you (typically with skills like [[Courtier_(L5R)|Courtier]] or [[Temptation_(L5R)|Temptation]]), Etiquette is usually used in the ensuing Contested Roll, most often with the Courtesy Emphasis. Courtesy also allows you to offer an opinion without risking offense (at a TN chosen by the GM) or to remember important social mores that might otherwise be forgotten (TN of anywhere from 5 to 20, depending on obscurity). The Bureaucracy Emphasis is used when trying to maneuver through government channels appropriately, such as trying to arrange a meeting with someone of high Status (the Imperial bureaucracy is notoriously difficult to navigate). Conversation allows you to determine an appropriate, non-offensive topic for discussion (TN 15+).
;Mastery Abilities
:Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
:Rank 5: The character gains a bonus of +1k0 to the total of all Contested Rolls made using Etiquette.
:Rank 7: The character gains an additional +7 Insight above the total normally indicated by his Rings and Skill Ranks (in addition to the bonus from Rank 3).
[[Category:High Skill]]
[[Category:Social Skill]]
4f7312b87774fa217cf29d3bc8f8d709f41293b9
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2014-03-08T04:20:19Z
RaxTheGrey
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(Awareness)
''Sub-Types'': [[:Category:Social Skill]]
''Emphases'': Bureaucracy, Conversation, Courtesy
''Description'': In a rigid hierarchical society such as the Emerald Empire, knowledge of appropriate conduct is essential for all but the most jaded and uncouth bushi. In many ways a proper code of etiquette is a defense for samurai, who can use their knowledge of how one should behave in a court setting as a shield against the manipulation of others. It can also allow them to avoid embarrassing faux pas by ensuring that they know to whom any particular concern should be addressed in the vast and often confusing Imperial bureaucracy, as well as the lesser bureaucracies maintained by the Great Clans.
Etiquette is essentially the “social defense” Skill of honorable characters in Rokugan’s courts. When someone tries to tempt, manipulate, or otherwise influence you (typically with skills like [[Courtier_(L5R)|Courtier]] or [[Temptation_(L5R)|Temptation]]), Etiquette is usually used in the ensuing Contested Roll, most often with the Courtesy Emphasis. Courtesy also allows you to offer an opinion without risking offense (at a TN chosen by the GM) or to remember important social mores that might otherwise be forgotten (TN of anywhere from 5 to 20, depending on obscurity). The Bureaucracy Emphasis is used when trying to maneuver through government channels appropriately, such as trying to arrange a meeting with someone of high Status (the Imperial bureaucracy is notoriously difficult to navigate). Conversation allows you to determine an appropriate, non-offensive topic for discussion (TN 15+).
;Mastery Abilities
:Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
:Rank 5: The character gains a bonus of +1k0 to the total of all Contested Rolls made using Etiquette.
:Rank 7: The character gains an additional +7 Insight above the total normally indicated by his Rings and Skill Ranks (in addition to the bonus from Rank 3).
[[Category:High Skill]]
[[Category:Social Skill]]
1fdcd8d966c922f259e2b55dcac835488461cc8d
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(Awareness)
''Sub-Types'': [[:Category:Social Skill|Social Skill]]
''Emphases'': Bureaucracy, Conversation, Courtesy
''Description'': In a rigid hierarchical society such as the Emerald Empire, knowledge of appropriate conduct is essential for all but the most jaded and uncouth bushi. In many ways a proper code of etiquette is a defense for samurai, who can use their knowledge of how one should behave in a court setting as a shield against the manipulation of others. It can also allow them to avoid embarrassing faux pas by ensuring that they know to whom any particular concern should be addressed in the vast and often confusing Imperial bureaucracy, as well as the lesser bureaucracies maintained by the Great Clans.
Etiquette is essentially the “social defense” Skill of honorable characters in Rokugan’s courts. When someone tries to tempt, manipulate, or otherwise influence you (typically with skills like [[Courtier_(L5R)|Courtier]] or [[Temptation_(L5R)|Temptation]]), Etiquette is usually used in the ensuing Contested Roll, most often with the Courtesy Emphasis. Courtesy also allows you to offer an opinion without risking offense (at a TN chosen by the GM) or to remember important social mores that might otherwise be forgotten (TN of anywhere from 5 to 20, depending on obscurity). The Bureaucracy Emphasis is used when trying to maneuver through government channels appropriately, such as trying to arrange a meeting with someone of high Status (the Imperial bureaucracy is notoriously difficult to navigate). Conversation allows you to determine an appropriate, non-offensive topic for discussion (TN 15+).
;Mastery Abilities
:Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
:Rank 5: The character gains a bonus of +1k0 to the total of all Contested Rolls made using Etiquette.
:Rank 7: The character gains an additional +7 Insight above the total normally indicated by his Rings and Skill Ranks (in addition to the bonus from Rank 3).
[[Category:High Skill]]
[[Category:Social Skill]]
32fd362d9b1c4aeddc7e4f9698d46cb52b8bcb38
Hanzaki Shugenja
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': Athletics, Calligraphy (Cipher), Defense, Lore - Theology, Spellcraft, any 1 High or Bugei skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, Sense, Commune, Summon
''Technique'':
;Child of the Fire Kami
:Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill emphasis in it. Gain a free raise on all spells with the [[:Category:Battle Spell|Battle]] or [[:Category:Craft Spell|Craft]] keywords.
[[Category:Shugenja School]]
[[Category:Salamander School]]
62e683f942b239b44594405f13ee4880163d0781
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2014-03-08T04:26:00Z
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': Athletics, Calligraphy (Cipher), Defense, Lore - Theology, Spellcraft, any 1 [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, Sense, Commune, Summon
''Technique'':
;Child of the Fire Kami
:Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill emphasis in it. Gain a free raise on all spells with the [[:Category:Battle Spell|Battle]] or [[:Category:Craft Spell|Craft]] keywords.
[[Category:Shugenja School]]
[[Category:Salamander School]]
9ab4cfc1c1ddbb1e67ef607b5feea30e495fb976
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2014-03-08T04:29:08Z
RaxTheGrey
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': [[Athletics_(L5R)|Athletics]], [[Calligraphy_(L5R)|Calligraphy (Cipher)]], [[Defense_(L5R)|Defense]], [[Lore_(L5R)|Lore - Theology]], [[Spellcraft_(L5R)|Spellcraft]], any 1 [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, [[Sense_(L5R)|Sense]], [[Commune_(L5R)|Commune]], [[Summon_(L5R)|Summon]]
''Technique'':
;Child of the Fire Kami
:Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill emphasis in it. Gain a free raise on all spells with the [[:Category:Battle Spell|Battle]] or [[:Category:Craft Spell|Craft]] keywords.
[[Category:Shugenja School]]
[[Category:Salamander School]]
6303baa7e9d91c0145a4ed1093a79ce8ae69e2fa
Category:High Skill
14
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2014-03-08T04:34:54Z
RaxTheGrey
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Created page with "High Skills are exclusively the province of the samurai caste. These are the Skills one would typically see in use at a daimyo’s court, or even among the attendants of the E..."
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High Skills are exclusively the province of the samurai caste. These are the Skills one would typically see in use at a daimyo’s court, or even among the attendants of the Emperor’s court. They reflect sophistication and nobility, and typically require considerable education in order to attain and practice.
099bd41dd65026e038e86626587c80ac147743e2
Category:Bugei Skill
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RaxTheGrey
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Created page with "Bugei Skills are the domain of the bushi. These are the Skills of the warrior, and while the samurai are not the only ones who practice them (since ashigaru and budoka learn s..."
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Bugei Skills are the domain of the bushi. These are the Skills of the warrior, and while the samurai are not the only ones who practice them (since ashigaru and budoka learn some of these as well), they are unquestionably the masters of the craft.
2bd72b86566db839b7b3fe9adeca064166a0b20d
Main Page
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[[Legend of the Five Rings]]
[[Eclipse Phase]]
[[General Lore]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [[Categories for wiki entries]]
116501462c1009e5bc1387f3295092bae3b20ccf
Categories for wiki entries
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2014-03-08T04:40:15Z
RaxTheGrey
1
Created page with "*[[Legend of the Five Rings]] **[[:Category:Spell (L5R)]] **[[:Category:Maho Spell]] **[[:Category:Earth Spell]] **[[:Category:Level 1 (L5R)]] **[[:Category:Wards Spell]] **[[..."
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*[[Legend of the Five Rings]]
**[[:Category:Spell (L5R)]]
**[[:Category:Maho Spell]]
**[[:Category:Earth Spell]]
**[[:Category:Level 1 (L5R)]]
**[[:Category:Wards Spell]]
**[[:Category:Battle Spell]]
**[[:Category:Craft Spell]]
**[[:Category:Bushi School]]
**[[:Category:Shugenja School]]
**[[:Category:Monk School]]
**[[:Category:Unicorn School]]
**[[:Category:Advanced School]]
**[[:Category:Alternate Path]]
**[[:Category:High Skill]]
**[[:Category:Bugei Skill]]
**[[:Category:Merchant Skill]]
**[[:Category:Low Skill]]
**[[:Category:Social Skill]]
0939fc69aac2b4116c35d2d43374000e184ca24f
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*[[Legend of the Five Rings]]
**[[:Category:Spell (L5R)]]
**[[:Category:Maho Spell]]
**[[:Category:Earth Spell]]
**[[:Category:Level 1 (L5R)]]
**[[:Category:Wards Spell]]
**[[:Category:Battle Spell]]
**[[:Category:Craft Spell]]
**[[:Category:Bushi School]]
**[[:Category:Shugenja School]]
**[[:Category:Monk School]]
**[[:Category:Unicorn School]]
**[[:Category:Advanced School]]
**[[:Category:Alternate Path]]
**[[:Category:High Skill]]
**[[:Category:Bugei Skill]]
**[[:Category:Merchant Skill]]
**[[:Category:Low Skill]]
**[[:Category:Social Skill]]
**[[:Category:Kiho]]
**[[:Category:Earth Kiho]]
**[[:Category:Taint Kiho]]
**[[:Category:Dark Kiho]]
**[[:Category:Atemi Kiho]]
b33f6743ababada888be4156bafb4a71f461ac02
Essense of Corruption
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33
75
2014-03-08T04:45:28Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Earth 4 ''Type'': [[:Category:Dark Kiho|Dark]] Similar to [[Corrupted Touch]], this kiho channels a portion of the dark monk's Taint into an outward displa..."
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''Ring/Mastery'': Earth 4
''Type'': [[:Category:Dark Kiho|Dark]]
Similar to [[Corrupted Touch]], this kiho channels a portion of the dark monk's Taint into an outward display of corruption. By striking any nonliving object, the monk may corrupt and corrode it with his own essence. Wood rots, stone breaks, and metal rusts. Especially well-constructed objects (such as the average katana) will not be destroyed, merely sullied and in need of restoration by a trained weaponsmith. Dark monks have been known to use Essence of Corruption to destroy the peasant weapons of their opponents, or even the walls of buildings in which they are fighting, allowing for an escape route while the monk's opponents scramble to escape the collapsing structure.
[[Category:Kiho]]
[[Category:Earth Kiho]]
[[Category:Dark Kiho]]
1aa048a1aa082f07d1eca3ec66122f60bff93a5e
Bloodstrike
0
34
76
2014-03-08T04:48:03Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Taint 3 ''Type'': [[:Category:Dark Kiho|Dark]] This terrifying kiho is thankfully known to only a few maho-tsukai in the Empire. Thought to have been crea..."
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''Ring/Mastery'': Taint 3
''Type'': [[:Category:Dark Kiho|Dark]]
This terrifying kiho is thankfully known to only a few maho-tsukai in the Empire. Thought to have been created by Iuchiban, it has been passed to Fu Leng's most devout followers. By summoning the darkness of the air around them and powering it with his own corrupted blood, users are able to strike his opponents' very souls with corrupted lightning. Those who are struck with this lightning instantly lose one point of Void. If he has no Void to spend, he instead takes 3k1 wounds from the black lightning and gains 1 point of Taint. This kiho can only be cast by spilling tainted blood, and has a range of 30'.
[[Category:Kiho]]
[[Category:Taint Kiho]]
[[Category:Dark Kiho]]
60a22a2b7a8a6fb1ebd1c423994bca5f124dcdfb
Child of the Corrupted Dragon
0
35
77
2014-03-08T04:50:12Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Taint 5 ''Type'': [[:Category:Dark Kiho|Dark]] This horrifying kiho allows the monk to merge with the foul corruption of the Taint itself, removing him for..."
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''Ring/Mastery'': Taint 5
''Type'': [[:Category:Dark Kiho|Dark]]
This horrifying kiho allows the monk to merge with the foul corruption of the Taint itself, removing him form the grasp of the elements. Spells from any element other than Void that target a monk employing this kiho have their TN increased by the monk's Earth x 2. A monk using Child of the Corrupted Dragon has skin the color of a moonless night, with shadows that seem to crawl across his flesh and eyes that burn a sickly green. This kiho lasts for a number of turns equal to the dark monk's Taint rank.
[[Category:Kiho]]
[[Category:Taint Kiho]]
[[Category:Dark Kiho]]
4898dbe19736e63b0301cdc022953df4a01c79c5
Corrupted Touch
0
36
78
2014-03-08T04:52:09Z
RaxTheGrey
1
Created page with "''Ring/Mastery'': Taint 3 ''Type'': [[:Category:Dark Kiho|Dark]] ([[:Category:Atemi Kiho|Atemi]]) By channeling the Taint through an atemi strike, the dark monk may pass a t..."
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''Ring/Mastery'': Taint 3
''Type'': [[:Category:Dark Kiho|Dark]] ([[:Category:Atemi Kiho|Atemi]])
By channeling the Taint through an atemi strike, the dark monk may pass a tiny essence of corruption into his target. While this is not enough to give the target the Taint, it does disrupt the target's elemental balance and harmony. Anyone struck with Corrupted Touch is considered to have a Void Ring of 0 for a number of turns equal to twice the dark monk's school rank.
[[Category:Kiho]]
[[Category:Taint Kiho]]
[[Category:Dark Kiho]]
[[Category:Atemi Kiho]]
944f45cc98722ac4005bf530c742029d70c9f124
Category:Merchant Skill
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37
80
2014-03-08T04:54:46Z
RaxTheGrey
1
Created page with "Merchant Skills represent knowledge of certain practices that are not the domain of the samurai. While it is not inherently dishonorable to practice these Skills, it is somewh..."
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Merchant Skills represent knowledge of certain practices that are not the domain of the samurai. While it is not inherently dishonorable to practice these Skills, it is somewhat questionable, and those who do so openly and regularly are looked upon with mild disdain by their more sophisticated kinsmen.
c69e4d80529b362a08d60315a00ccfb2b2351947
Category:Low Skill
14
38
81
2014-03-08T04:56:02Z
RaxTheGrey
1
Created page with "Low Skills represent deplorable crafts and practices that no honorable soul would even imagine taking up. Practicing any of these Skills will usually result in a loss of [[Ho..."
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Low Skills represent deplorable crafts and practices that no honorable soul would even imagine taking up. Practicing any of these Skills will usually result in a loss of [[Honor_(L5R)|Honor]] for a samurai who does so, and if done in public, quite possibly [[Glory_(L5R)|Glory]] as well.
8416247410b72ad86e016977eb08ffe4137f9248
Glory (L5R)
0
39
82
2014-03-08T05:11:55Z
RaxTheGrey
1
Created page with " {| |+ TABLE 2.4: GAINING & LOSING GLORY | Acknowledgment | Publicly acknowledged by someone of Status 7+, gain 1 Rank |- | Blood Feud | Avenging a feud gains Glory equal to o..."
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{|
|+ TABLE 2.4: GAINING & LOSING GLORY
| Acknowledgment
| Publicly acknowledged by someone of Status 7+, gain 1 Rank
|-
| Blood Feud
| Avenging a feud gains Glory equal to opponent’s Status or Glory (lower of two)
|-
| Caught in a Lie
| Lose double the Glory gained by the act about which the samurai lied
|-
| Completing a Quest
| Gain Glory points = half the Glory Rank of the individual issuing the quest
|-
| Craftsmanship
| Gain one Glory point for each Raise made when creating an item
|-
| Defeat
| Officer who loses a battle / duelist who loses a duel (loses opponent’s Glory)
|-
| Duels
| Winning a fair duel gains Glory points equal to 1/3 opponent’s Status/Glory
|-
| Family Dishonor
| Lose one Glory Rank if a close relative commits an act worthy of seppuku
|-
| Gifts
| Gain Glory equal to Glory/Status if given a gift by a higher ranking samurai
|-
| Idleness
| Lose one Glory point for every week without any Glory gain
|-
| Indifference
| Being ignored for prior bad behavior, reduce all Glory gains by 1, increase losses by 2
|-
| Immortality
| Inspiration for a work of art, gain Glory points = Glory rank of most prominent admirer
|-
| Learning
| Gain one Glory Rank when gaining an Insight Rank
|-
| Marriage
| Increase Glory Rank of lower-Glory spouse to one less than higher-Glory spouse
|-
| Public Bragging
| After gaining Glory, you may gain 1 additional point through public bragging
|-
| Romance
| One point of Glory for public declaration of love (without identifying lover)
|-
| Skirmishes
| Gain one glory point for defeating bandits, ronin, etc.
|-
| Status
| Gain Glory equal to the amount of Status gained
|-
| Stealing Credit
| Gain the amount of Glory normally gained for the act being usurped
|-
| Warfare
| Gain 3 points Glory for surviving a battle, 6 if on the winning side
|}
96296771a780247c12be142e88b695924b638275
83
82
2014-03-08T05:13:38Z
RaxTheGrey
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{|
|+ TABLE 2.4: GAINING & LOSING GLORY
| Acknowledgment
| Publicly acknowledged by someone of [[Status_(L5R)|Status]] 7+, gain 1 Rank
|-
| Blood Feud
| Avenging a feud gains Glory equal to opponent’s [[Status_(L5R)|Status]] or Glory (lower of two)
|-
| Caught in a Lie
| Lose double the Glory gained by the act about which the samurai lied
|-
| Completing a Quest
| Gain Glory points = half the Glory Rank of the individual issuing the quest
|-
| Craftsmanship
| Gain one Glory point for each Raise made when creating an item
|-
| Defeat
| Officer who loses a battle / duelist who loses a duel (loses opponent’s Glory)
|-
| Duels
| Winning a fair duel gains Glory points equal to 1/3 opponent’s Status/Glory
|-
| Family Dishonor
| Lose one Glory Rank if a close relative commits an act worthy of seppuku
|-
| Gifts
| Gain Glory equal to Glory/[[Status_(L5R)|Status]] if given a gift by a higher ranking samurai
|-
| Idleness
| Lose one Glory point for every week without any Glory gain
|-
| Indifference
| Being ignored for prior bad behavior, reduce all Glory gains by 1, increase losses by 2
|-
| Immortality
| Inspiration for a work of art, gain Glory points = Glory rank of most prominent admirer
|-
| Learning
| Gain one Glory Rank when gaining an Insight Rank
|-
| Marriage
| Increase Glory Rank of lower-Glory spouse to one less than higher-Glory spouse
|-
| Public Bragging
| After gaining Glory, you may gain 1 additional point through public bragging
|-
| Romance
| One point of Glory for public declaration of love (without identifying lover)
|-
| Skirmishes
| Gain one glory point for defeating bandits, ronin, etc.
|-
| Status
| Gain Glory equal to the amount of [[Status_(L5R)|Status]] gained
|-
| Stealing Credit
| Gain the amount of Glory normally gained for the act being usurped
|-
| Warfare
| Gain 3 points Glory for surviving a battle, 6 if on the winning side
|}
491b2f71f1d5c67314949728beac6693118198d4
Doji Oruku
0
40
86
2014-03-22T22:49:48Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier: Doji Oruku is the Crane clan magistrate for [[Ryoko Owari]]. In my dealings with him he always presented himself as intelligent and easy-going. Having s..."
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Shigeko’s Dossier: Doji Oruku is the Crane clan magistrate for [[Ryoko Owari]]. In my dealings with him he always presented himself as intelligent and easy-going. Having studied at the Doji Magistrate school he has a firm grasp of the law and a serious interest in seeing it upheld. However, he does not let that rule him and still finds humour in the world around him. He is a skilled swordsman with a smooth tongue and quick wit. I found him friendly, trustworthy, and most importantly, capable.
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Doji Ukidanu
0
41
87
2014-03-22T22:50:52Z
RaxTheGrey
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Created page with "Shigeko’s Dossier: Doji Ukidanu is the father of [[Doji Tsumetsu]] (P57) and lives with him at his estate. He presents himself as a doddering old man, but I suspect somethi..."
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Shigeko’s Dossier: Doji Ukidanu is the father of [[Doji Tsumetsu]] (P57) and lives with him at his estate. He presents himself as a doddering old man, but I suspect something more lies behind his fondness for Go.
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2014-03-22T22:57:00Z
RaxTheGrey
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'''Shigeko’s Dossier''': Doji Ukidanu is the father of [[Doji Tsumetsu]] (P57) and lives with him at his estate. He presents himself as a doddering old man, but I suspect something more lies behind his fondness for Go.
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Doji Tsumetsu
0
42
88
2014-03-22T22:51:27Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier: Doji Tsumetsu is the Crane hatamoto in charge of Crane affairs in [[Ryoko Owari]]. He is the hatamoto of a mid-level daimyo on the Crane/Scorpion border...."
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Shigeko’s Dossier: Doji Tsumetsu is the Crane hatamoto in charge of Crane affairs in [[Ryoko Owari]]. He is the hatamoto of a mid-level daimyo on the Crane/Scorpion border. Tsumetsu is a serious man, but in conversation with him I get the impression that he dotes on his three daughters; [[Sagi]] (P62), [[Tori]] (P63), and [[Tamago]] (P64). He oversees several lower-ranked samurai, [[Doji Juzo]] (P59), [[Doji Usiina]] (P60), [[Daidoji Anitano]] (P61), [[Doji Oruku]] (P56), and the merchants report to them.
6872839062bef8b5871f6465db00f5bf363291ba
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2014-03-22T22:54:34Z
RaxTheGrey
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Shigeko’s Dossier: Doji Tsumetsu is the Crane hatamoto in charge of Crane affairs in [[Ryoko Owari]]. He is the hatamoto of a mid-level daimyo on the Crane/Scorpion border. Tsumetsu is a serious man, but in conversation with him I get the impression that he dotes on his three daughters; [[Doji Sagi|Sagi]] (P62), [[Doji Tori|Tori]] (P63), and [[Doji Tamago|Tamago]] (P64). He oversees several lower-ranked samurai, [[Doji Juzo]] (P59), [[Doji Usiina]] (P60), [[Daidoji Anitano]] (P61), [[Doji Oruku]] (P56), and the merchants report to them.
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2014-03-22T22:55:37Z
RaxTheGrey
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'''Shigeko’s Dossier''': Doji Tsumetsu is the Crane hatamoto in charge of Crane affairs in [[Ryoko Owari]]. He is the hatamoto of a mid-level daimyo on the Crane/Scorpion border. Tsumetsu is a serious man, but in conversation with him I get the impression that he dotes on his three daughters; [[Doji Sagi|Sagi]] (P62), [[Doji Tori|Tori]] (P63), and [[Doji Tamago|Tamago]] (P64). He oversees several lower-ranked samurai, [[Doji Juzo]] (P59), [[Doji Usiina]] (P60), [[Daidoji Anitano]] (P61), [[Doji Oruku]] (P56), and the merchants report to them.
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Doji Juzo
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43
89
2014-03-22T22:51:54Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier: Doji Juzo is a Crane merchant who reports to [[Doji Tsumetsu]] (P57). He, along with [[Doji Usiina]] (P60), are the two most powerful Crane merchants in ..."
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Shigeko’s Dossier: Doji Juzo is a Crane merchant who reports to [[Doji Tsumetsu]] (P57). He, along with [[Doji Usiina]] (P60), are the two most powerful Crane merchants in [[Ryoko Owari]]. Their main business seems to be bringing high quality goods from Crane lands into [[Ryoko Owari]] for sale.
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Doji Usiina
0
44
90
2014-03-22T22:52:12Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier: Doji Usiina is another powerful Crane merchant in [[Ryoko Owari]]. He reports to [[Doji Tsumetsu]] (P57) like [[Doji Juzo]] (P59). Unlike [[Juzo]], howev..."
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Shigeko’s Dossier: Doji Usiina is another powerful Crane merchant in [[Ryoko Owari]]. He reports to [[Doji Tsumetsu]] (P57) like [[Doji Juzo]] (P59). Unlike [[Juzo]], however, he seems to have some training with a sword. At least I’ve seen him around town wearing one.
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Daidoji Anitano
0
45
91
2014-03-22T22:52:33Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier: Daidoji Anitano is the yojimbo assigned to [[Doji Juzo]] (P59) and [[Doji Usiina]] (P60). He, like they, reports to [[Doji Tsumetsu]] (P57). A brief con..."
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Shigeko’s Dossier: Daidoji Anitano is the yojimbo assigned to [[Doji Juzo]] (P59) and [[Doji Usiina]] (P60). He, like they, reports to [[Doji Tsumetsu]] (P57). A brief conversation with him revealed that he studied at the Daidoji Iron Warrior school. [[Anitano]] is also said to have fought many battles against the Crab in areas near the Shadowlands.
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Doji Tamago
0
46
92
2014-03-22T22:52:59Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier:"
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Shigeko’s Dossier:
acbfba379966fba13fdd8c9a875ea7ec234a3efb
98
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2014-03-22T22:55:54Z
RaxTheGrey
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'''Shigeko’s Dossier''':
b2300e5c10e0d3b4082ba8aac3db79f4b3d436ea
Doji Tori
0
47
93
2014-03-22T22:53:06Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier:"
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Shigeko’s Dossier:
acbfba379966fba13fdd8c9a875ea7ec234a3efb
99
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2014-03-22T22:56:09Z
RaxTheGrey
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'''Shigeko’s Dossier''':
b2300e5c10e0d3b4082ba8aac3db79f4b3d436ea
Doji Sagi
0
48
94
2014-03-22T22:53:11Z
RaxTheGrey
1
Created page with "Shigeko’s Dossier:"
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Shigeko’s Dossier:
acbfba379966fba13fdd8c9a875ea7ec234a3efb
100
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2014-03-22T22:56:23Z
RaxTheGrey
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'''Shigeko’s Dossier''':
b2300e5c10e0d3b4082ba8aac3db79f4b3d436ea
People (L5R)
0
11
95
42
2014-03-22T22:53:23Z
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* [[Crab Clan]]
* [[Crane Clan]]
** [[Doji Oruku]] - P56
** [[Doji Tsumetsu]] - P57
** [[Doji Ukidanu]] - P58
** [[Doji Juzo]] - P59
** [[Doji Usiina]] - P60
** [[Daidoji Anitano]] - P61
** [[Doji Sagi]] - P62
** [[Doji Tori]] - P63
** [[Doji Tamago]] - P64
* [[Dragon Clan]]
** [[Agasha Daisuke]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
a0401b0b18a501ee7bc3a2af0d649b94302d33ec
Doji Juzo
0
43
102
89
2014-03-22T22:57:18Z
RaxTheGrey
1
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'''Shigeko’s Dossier''': Doji Juzo is a Crane merchant who reports to [[Doji Tsumetsu]] (P57). He, along with [[Doji Usiina]] (P60), are the two most powerful Crane merchants in [[Ryoko Owari]]. Their main business seems to be bringing high quality goods from Crane lands into [[Ryoko Owari]] for sale.
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Doji Usiina
0
44
103
90
2014-03-22T22:57:30Z
RaxTheGrey
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'''Shigeko’s Dossier''': Doji Usiina is another powerful Crane merchant in [[Ryoko Owari]]. He reports to [[Doji Tsumetsu]] (P57) like [[Doji Juzo]] (P59). Unlike [[Juzo]], however, he seems to have some training with a sword. At least I’ve seen him around town wearing one.
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Daidoji Anitano
0
45
104
91
2014-03-22T22:57:49Z
RaxTheGrey
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'''Shigeko’s Dossier''': Daidoji Anitano is the yojimbo assigned to [[Doji Juzo]] (P59) and [[Doji Usiina]] (P60). He, like they, reports to [[Doji Tsumetsu]] (P57). A brief conversation with him revealed that he studied at the Daidoji Iron Warrior school. [[Anitano]] is also said to have fought many battles against the Crab in areas near the Shadowlands.
e5b23405a93d76871190c5433ef92df0598d1e93
Doji Oruku
0
40
105
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2014-03-22T22:58:01Z
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'''Shigeko’s Dossier''': Doji Oruku is the Crane clan magistrate for [[Ryoko Owari]]. In my dealings with him he always presented himself as intelligent and easy-going. Having studied at the Doji Magistrate school he has a firm grasp of the law and a serious interest in seeing it upheld. However, he does not let that rule him and still finds humour in the world around him. He is a skilled swordsman with a smooth tongue and quick wit. I found him friendly, trustworthy, and most importantly, capable.
6c5cda22b42e30aa86d5f445e973050b117e46f0
106
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2014-03-22T22:58:42Z
RaxTheGrey
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'''Shigeko’s Dossier''': Doji Oruku is the Crane clan magistrate for [[Ryoko Owari]]. In my dealings with him he always presented himself as intelligent and easy-going. Having studied at the [[Doji Magistrate school]] he has a firm grasp of the law and a serious interest in seeing it upheld. However, he does not let that rule him and still finds humour in the world around him. He is a skilled swordsman with a smooth tongue and quick wit. I found him friendly, trustworthy, and most importantly, capable.
bdb6698bd3f70f0950b75c26b4c23194a6670ffd
108
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2014-03-22T22:59:54Z
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'''Shigeko’s Dossier''': Doji Oruku is the Crane clan magistrate for [[Ryoko Owari]]. In my dealings with him he always presented himself as intelligent and easy-going. Having studied at the [[Doji Magistrate]] school he has a firm grasp of the law and a serious interest in seeing it upheld. However, he does not let that rule him and still finds humour in the world around him. He is a skilled swordsman with a smooth tongue and quick wit. I found him friendly, trustworthy, and most importantly, capable.
04be6b2b0a367df2bb605fad1eb23b904e877be3
Schools (L5R)
0
19
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* Artisan
* Bushi
** [[Doji Magistrate]] (Crane)
** [[Ide Duelist]] (Unicorn)
* Courtier
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]] (Salamander)
28e37f56f3f6c2b469e4d19bb71c1ecea87bac8b
113
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2014-03-23T00:13:28Z
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* Artisan
* Bushi
** [[Doji Magistrate]] (Crane)
** [[Ide Duelist]] (Unicorn)
** [[Soshi Magistrate]] (Scorpion)
* Courtier
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]] (Salamander)
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2014-03-23T03:42:15Z
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* Artisan
* Bushi
** [[Doji Magistrate]] (Crane)
** [[Ide Duelist]] (Unicorn)
** [[Soshi Magistrate]] (Scorpion)
* Courtier
** [[Doji Courtier]] (Crane)
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]] (Salamander)
0a5c24f80a85d45915ebb293360d46b3c59865fb
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2014-03-25T00:06:14Z
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* Artisan
* Bushi
** [[Doji Magistrate]] (Crane)
** [[Ide Duelist]] (Unicorn)
** [[Soshi Magistrate]] (Scorpion)
* Courtier
** [[Doji Courtier]] (Crane)
** [[Zhuge Strategist]] (Ronin)
* Monk
* Ninja
* Shugenja
** [[Hanzaki Shugenja]] (Salamander)
901af0a46361fd62da808fb66e70398d459c2240
Doji Magistrate
0
49
109
2014-03-22T23:11:15Z
RaxTheGrey
1
Created page with " ''Benefit'': +1 Reflexes ''Starting [[Honor_(L5R)|Honor]]'': 5.5 ''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], Jiujutsu, [[Kenjutsu_(L5..."
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''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], Jiujutsu, [[Kenjutsu_(L5R)|Kenjutsu]], Knives (Jitte), Polearms, any [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] Skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or 2 Knives), Traveling Pack, 10 koku
Techniques
;Rank One - Temper Steel With Honor
:Doji Magistrates are trained to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.
;Rank Two - Flowing Like Water
:The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry political repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.
;Rank Three - Breath of the Law
:The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.
;Rank Four - Flowing Like Air
:A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.
;Rank Five - The Willow in the Storm
:In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.
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2014-03-22T23:14:45Z
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The Doji family is dedicated to protecting its lands and people from all threats, an expression of the Crane Clan’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries. The Kitsuki family, the [[Soshi Magistrate]]s, and even the Emerald Magistrates were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.
Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates — students are far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and Jade magistrates as well.
''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], Jiujutsu, [[Kenjutsu_(L5R)|Kenjutsu]], Knives (Jitte), Polearms, any [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] Skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or 2 Knives), Traveling Pack, 10 koku
Techniques
;Rank One - Temper Steel With Honor
:Doji Magistrates are trained to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.
;Rank Two - Flowing Like Water
:The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry political repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.
;Rank Three - Breath of the Law
:The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.
;Rank Four - Flowing Like Air
:A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.
;Rank Five - The Willow in the Storm
:In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.
bd9c01383628abb763cbab62c45545d2e5f1046d
111
110
2014-03-22T23:16:03Z
RaxTheGrey
1
wikitext
text/x-wiki
The [[Doji family]] is dedicated to protecting its lands and people from all threats, an expression of the [[Crane Clan]]’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries. The [[Kitsuki family]], the [[Soshi Magistrate]]s, and even the [[Emerald Magistrate]]s were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.
Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates — students are far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and [[Jade magistrate]]s as well.
''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], Jiujutsu, [[Kenjutsu_(L5R)|Kenjutsu]], Knives (Jitte), Polearms, any [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] Skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or 2 Knives), Traveling Pack, 10 koku
Techniques
;Rank One - Temper Steel With Honor
:Doji Magistrates are trained to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.
;Rank Two - Flowing Like Water
:The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry political repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.
;Rank Three - Breath of the Law
:The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.
;Rank Four - Flowing Like Air
:A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.
;Rank Five - The Willow in the Storm
:In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.
fdef0fef4be02f39f0eaa515cf2f128334ad051c
112
111
2014-03-22T23:17:23Z
RaxTheGrey
1
wikitext
text/x-wiki
The [[Doji family]] is dedicated to protecting its lands and people from all threats, an expression of the [[Crane Clan]]’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries. The [[Kitsuki family]], the [[Soshi Magistrate]]s, and even the [[Emerald Magistrate]]s were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.
Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates — students are far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and [[Jade magistrate]]s as well.
''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], Jiujutsu, [[Kenjutsu_(L5R)|Kenjutsu]], Knives (Jitte), Polearms, any [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] Skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or 2 Knives), Traveling Pack, 10 koku
Techniques
;Rank One - Temper Steel With Honor
:Doji Magistrates are trained to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.
;Rank Two - Flowing Like Water
:The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry political repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.
;Rank Three - Breath of the Law
:The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.
;Rank Four - Flowing Like Air
:A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.
;Rank Five - The Willow in the Storm
:In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.
[[Category:Bushi School]]
[[Category:Crane School]]
4c965c90a91ca6626266edb15aaecb6f1795423d
115
112
2014-03-23T00:28:05Z
RaxTheGrey
1
wikitext
text/x-wiki
The [[Doji family]] is dedicated to protecting its lands and people from all threats, an expression of the [[Crane Clan]]’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries. The [[Kitsuki family]], the [[Soshi Magistrate]]s, and even the [[Emerald Magistrate]]s were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.
Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates — students are far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and [[Jade magistrate]]s as well.
''Benefit'': +1 Reflexes
''Starting [[Honor_(L5R)|Honor]]'': 5.5
''School Skills'': [[Defense_(L5R)|Defense]], [[Horsemanship_(L5R)|Horsemanship]], [[Jiujutsu_(L5R)|Jiujutsu]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Knives_(L5R)|Knives (Jitte)]], [[Polearms_(L5R)|Polearms]], any [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] Skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or 2 Knives), Traveling Pack, 10 koku
Techniques
;Rank One - Temper Steel With Honor
:Doji Magistrates are trained to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.
;Rank Two - Flowing Like Water
:The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry political repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.
;Rank Three - Breath of the Law
:The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.
;Rank Four - Flowing Like Air
:A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.
;Rank Five - The Willow in the Storm
:In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.
[[Category:Bushi School]]
[[Category:Crane School]]
962cafc1603d0d12bfbeeeafe39cdf0ce4c4d12f
Soshi Magistrate
0
50
114
2014-03-23T00:25:59Z
RaxTheGrey
1
Created page with "The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first thr..."
wikitext
text/x-wiki
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands — magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat lethal bandits with equal skill.
''Benefit'': +1 Agility
''Starting [[Honor_(L5R)|Honor]]'': 2.5
''School Skills'': [[Athletics_(L5R)|Athletics]], [[Defense_(L5R)|Defense]], [[Intimidation_(L5R)|Intimidation (Control)]], [[Jiujutsu_(L5R)|Jiujutsu]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Underworld]], any [[:Category:Bugei Skill|Bugei]]skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 5 koku
Techniques
;Rank One - The Face of Justice
:The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the [[Intimidation_(L5R)|Intimidation]] skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.
;Rank Two - Rise to Meet the Challenge
:Soshi Magistrates often deal close-up with criminals and thugs who employ dishonorable tactics, so they are taught brawling techniques and learn to quickly recover any time they find themselves in a vulnerable position. Any time you are Prone, you may take a Free Action to roll [[Athletics_(L5R)Athletics]] / Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any roll made to control a Grapple.
;Rank Three - The Magistrate's Cut
:Soshi Magistrates prefer to disable foes rather than kill them outright, since prisoners can be useful when ferreting out criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot on a melee attack you may temporarily Blind a foe. They are considered Blinded until the Reactions stage of the following Round.
;Rank Four - Certainty of Purpose
:When the time comes to fight, the Soshi Magistrate does so with vicious speed and ruthlessness. You may make melee attacks (including unarmed attacks) as Simple Actions rather than Complex Actions.
;Rank Five - Relentless Resolve
:The Soshi Magistrates are taught to wait for the perfect moment and then overwhelm their enemies with fear and aggression, crushing lawbreakers with a few swift blows. Once per skirmish, you may gain extra unkept dice equal to your [[Intimidation_(L5R)|Intimidation]] skill rank on your attack rolls for one Round. This technique cannot be used in the Center Stance.
[[Category:Bushi School]]
[[Category:Scorpion School]]
7915cba890ec89c90219e72ae92715c0cf1a887f
125
114
2014-03-23T03:34:51Z
RaxTheGrey
1
wikitext
text/x-wiki
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands — magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat lethal bandits with equal skill.
''Benefit'': +1 Agility
''Starting [[Honor_(L5R)|Honor]]'': 2.5
''School Skills'': [[Athletics_(L5R)|Athletics]], [[Defense_(L5R)|Defense]], [[Intimidation_(L5R)|Intimidation (Control)]], [[Jiujutsu_(L5R)|Jiujutsu]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Underworld]], any [[:Category:Bugei Skill|Bugei]] skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 5 koku
Techniques
;Rank One - The Face of Justice
:The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the [[Intimidation_(L5R)|Intimidation]] skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.
;Rank Two - Rise to Meet the Challenge
:Soshi Magistrates often deal close-up with criminals and thugs who employ dishonorable tactics, so they are taught brawling techniques and learn to quickly recover any time they find themselves in a vulnerable position. Any time you are Prone, you may take a Free Action to roll [[Athletics_(L5R)Athletics]] / Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any roll made to control a Grapple.
;Rank Three - The Magistrate's Cut
:Soshi Magistrates prefer to disable foes rather than kill them outright, since prisoners can be useful when ferreting out criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot on a melee attack you may temporarily Blind a foe. They are considered Blinded until the Reactions stage of the following Round.
;Rank Four - Certainty of Purpose
:When the time comes to fight, the Soshi Magistrate does so with vicious speed and ruthlessness. You may make melee attacks (including unarmed attacks) as Simple Actions rather than Complex Actions.
;Rank Five - Relentless Resolve
:The Soshi Magistrates are taught to wait for the perfect moment and then overwhelm their enemies with fear and aggression, crushing lawbreakers with a few swift blows. Once per skirmish, you may gain extra unkept dice equal to your [[Intimidation_(L5R)|Intimidation]] skill rank on your attack rolls for one Round. This technique cannot be used in the Center Stance.
[[Category:Bushi School]]
[[Category:Scorpion School]]
addac25a964d2a4105fa4768df35fd86f082f9ac
134
125
2014-03-25T00:20:36Z
RaxTheGrey
1
wikitext
text/x-wiki
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands — magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat lethal bandits with equal skill.
''Benefit'': +1 Agility
''Starting [[Honor_(L5R)|Honor]]'': 2.5
''School Skills'': [[Athletics_(L5R)|Athletics]], [[Defense_(L5R)|Defense]], [[Intimidation_(L5R)|Intimidation (Control)]], [[Jiujutsu_(L5R)|Jiujutsu]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Underworld]], any [[:Category:Bugei Skill|Bugei]] skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 5 koku
Techniques
;Rank One - The Face of Justice
:The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the [[Intimidation_(L5R)|Intimidation]] skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.
;Rank Two - Rise to Meet the Challenge
:Soshi Magistrates often deal close-up with criminals and thugs who employ dishonorable tactics, so they are taught brawling techniques and learn to quickly recover any time they find themselves in a vulnerable position. Any time you are Prone, you may take a Free Action to roll [[Athletics_(L5R)|Athletics]] / Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any roll made to control a Grapple.
;Rank Three - The Magistrate's Cut
:Soshi Magistrates prefer to disable foes rather than kill them outright, since prisoners can be useful when ferreting out criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot on a melee attack you may temporarily Blind a foe. They are considered Blinded until the Reactions stage of the following Round.
;Rank Four - Certainty of Purpose
:When the time comes to fight, the Soshi Magistrate does so with vicious speed and ruthlessness. You may make melee attacks (including unarmed attacks) as Simple Actions rather than Complex Actions.
;Rank Five - Relentless Resolve
:The Soshi Magistrates are taught to wait for the perfect moment and then overwhelm their enemies with fear and aggression, crushing lawbreakers with a few swift blows. Once per skirmish, you may gain extra unkept dice equal to your [[Intimidation_(L5R)|Intimidation]] skill rank on your attack rolls for one Round. This technique cannot be used in the Center Stance.
[[Category:Bushi School]]
[[Category:Scorpion School]]
3e7c3b3513e91163908365d33a5329b974f9600c
135
134
2014-03-25T00:22:45Z
RaxTheGrey
1
wikitext
text/x-wiki
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands — magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat lethal bandits with equal skill.
''Benefit'': +1 Agility
''Starting [[Honor_(L5R)|Honor]]'': 2.5
''School Skills'': [[Athletics_(L5R)|Athletics]], [[Defense_(L5R)|Defense]], [[Intimidation_(L5R)|Intimidation (Control)]], [[Jiujutsu_(L5R)|Jiujutsu]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Underworld]], any 1 [[:Category:Bugei Skill|Bugei]] skill
''Outfit'': Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 5 koku
Techniques
;Rank One - The Face of Justice
:The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the [[Intimidation_(L5R)|Intimidation]] skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.
;Rank Two - Rise to Meet the Challenge
:Soshi Magistrates often deal close-up with criminals and thugs who employ dishonorable tactics, so they are taught brawling techniques and learn to quickly recover any time they find themselves in a vulnerable position. Any time you are Prone, you may take a Free Action to roll [[Athletics_(L5R)|Athletics]] / Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any roll made to control a Grapple.
;Rank Three - The Magistrate's Cut
:Soshi Magistrates prefer to disable foes rather than kill them outright, since prisoners can be useful when ferreting out criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot on a melee attack you may temporarily Blind a foe. They are considered Blinded until the Reactions stage of the following Round.
;Rank Four - Certainty of Purpose
:When the time comes to fight, the Soshi Magistrate does so with vicious speed and ruthlessness. You may make melee attacks (including unarmed attacks) as Simple Actions rather than Complex Actions.
;Rank Five - Relentless Resolve
:The Soshi Magistrates are taught to wait for the perfect moment and then overwhelm their enemies with fear and aggression, crushing lawbreakers with a few swift blows. Once per skirmish, you may gain extra unkept dice equal to your [[Intimidation_(L5R)|Intimidation]] skill rank on your attack rolls for one Round. This technique cannot be used in the Center Stance.
[[Category:Bushi School]]
[[Category:Scorpion School]]
47b7b228ea8c79533db83e926a8603df8d9a8c1f
Doji Sagi
0
48
116
100
2014-03-23T00:31:29Z
RaxTheGrey
1
wikitext
text/x-wiki
'''Shigeko’s Dossier''':
Doji Sagi was betrothed to [[Shiba Akira]], the leading [[Emerald Magistrate]] for [[Ryoko Owari]] in 1118. After Akira's death while hunting ninja in the city she was married to Akira's older brother [[Shiba Kaien]].
e799b3cc254c3cab7da6642cffccdea2f41c6075
124
116
2014-03-23T03:34:47Z
RaxTheGrey
1
wikitext
text/x-wiki
Doji Sagi was betrothed to [[Shiba Akira]], the leading [[Emerald Magistrate]] for [[Ryoko Owari]] in 1118. After Akira's death while hunting ninja in the city she was married to Akira's older brother [[Shiba Kaien]].
Rank 1 [[Doji Courtier]] (Courtier)
''Insight'': 128
*Earth: 2
*Fire: 2
**Intelligence: 3
*Water: 2
*Air: 3
**Awareness: 4
*Void: 2
''[[Honor_(L5R)|Honor]]'': 6.5
''Glory'': 1.0
''Status'': 1.0
Unarmored TN: 20
'''Initiative''': 4k3
'''Aiguchi''': 5k2, 3k1
''Wakizashi'': 2k2, 4k2
''Unarmed'': 2k2, 2k1
''[[Calligraphy_(L5R)|Calligraphy]]'': 1
''[[Courtier_(L5R)|Courtier (Manipulation)]]'': 4
''[[Etiquette_(L5R)|Etiquette (Courtesy)]]'': 4
[[Knives_(L5R)|Knives (Aiguchi)]]: 3
[[Lore_(L5R)|Lore - Heraldry]]: 1
''[[Perform_(L5R)|Perform - Samisen]]'': 1
''[[Perform_(L5R)|Perform - Storytelling]]'': 1
''[[Sincerity_(L5R)|Sincerity]]'': 2
''[[Tea Ceremony_(L5R)|Tea Ceremony]]'': 1
==Advantages & Disadvantages==
;[[Seven Fortunes' Blessing]] (3) {Benten's Blessing}
:You gain +0k1 to [[:Category:Social Skill|Social]] skill rolls to persuade, but not coerce, someone.
;[[Darling of the Court]] (1) {[[Ryoko Owari]]}
:You are considered +1 Status while in the chosen court.
;[[Wealthy_(L5R)|Wealthy]] 2 (1)
:You gain +2 koku to your starting outfit per rank of [[Wealthy_(L5R)|Wealthy]].
;[[Consumed_(L5R)|Consumed by Perfection]] (6)
:You must call one extra Raise for no effect on all skill checks or fail automatically.
;[[Dark Secret]] (4) {Mother had [[Lord Moon's Curse]]}
:Your mother had [[Lord Moon's Curse]] and was killed by your father while in a fit of madness. Your sisters and all outsiders were told that your mother's death was the result of sickness.
;[[Epilepsy]] (5)
:If exposed to bright lights or high stress make Willpower vs TN 15 or have a fit. Roll Willpower TN 10 each minute to recover.
==Techniques==
;The Soul of Honor
:While your honor is 6.0+ gain free raise on [[Courtier_(L5R)|Courtier]], [[Sincerity_(L5R)|Sincerity]], and [[Etiquette_(L5R)|Etiquette]]. You may make a [[Courtier_(L5R)|Courtier (Manipulation)]]/Awareness vs [[Etiquette_(L5R)|Etiquette (Courtesy)]]/Awareness to find out about favors needed by a person.
==Equipment==
Equipment: Extravagant clothing, Wakazashi, Aiguchi, Calligraphy set, Travel Pack, 14 koku
Travel Pack: Bottle of bleach for hair, Chopsticks, Jade earrings, Fan, Silver and lapis lazuli crane pendant, Perfume, Pillow book, Samisen, Tea set, Whetstone
745261ff2fa270aced902fe7d5a6e438ecb3fb17
People (L5R)
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* [[Crab Clan]]
* [[Crane Clan]]
** [[Doji Oruku]] - P56
** [[Doji Tsumetsu]] - P57
** [[Doji Ukidanu]] - P58
** [[Doji Juzo]] - P59
** [[Doji Usiina]] - P60
** [[Daidoji Anitano]] - P61
** [[Doji Sagi]] - P62
** [[Doji Tori]] - P63
** [[Doji Tamago]] - P64
* [[Dragon Clan]]
** [[Agasha Daisuke]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
** [[Shiba Akira]]
** [[Shiba Kaien]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
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* [[Crab Clan]]
* [[Crane Clan]]
** [[Doji Oruku]] - P56
** [[Doji Tsumetsu]] - P57
** [[Doji Ukidanu]] - P58
** [[Doji Juzo]] - P59
** [[Doji Usiina]] - P60
** [[Daidoji Anitano]] - P61
** [[Doji Sagi]] - P62
** [[Doji Tori]] - P63
** [[Doji Tamago]] - P64
* [[Dragon Clan]]
** [[Agasha Daisuke]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
** [[Shiba Akira]]
** [[Shiba Kaien]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Bayushi Kenpachi]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
82c15d746723db63125d58dcdfe490affda389b7
Agasha Daisuke
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Disadvantages: [[Enlightened Madness]] (Fire, 6)
Tempted by [[Bayushi Daiko]] into taking her on as a mistress for 2 koku per month.
Killed in early 1119 by [[Shiba Akira]] while under the effects of his [[Enlightened Madness]].
d0aeab121c17ba5f854acb925aebedb15cc6c797
Legend of the Five Rings
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[[Clans_(L5R)|Clans]] & Families
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
[[Advantages-Disadvantages_(L5R)|Advantages / Disadvantages]]
[[Kiho]]
[[Kata]]
[[Misc_(L5R)|Misc]]
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[[Clans_(L5R)|Clans & Families]]
[[Schools_(L5R)|Schools]]
[[People_(L5R)|People]]
[[Equipment_(L5R)|Equipment]]
[[Spells_(L5R)|Spells]]
[[Advantages-Disadvantages_(L5R)|Advantages / Disadvantages]]
[[Kiho]]
[[Kata]]
[[Misc_(L5R)|Misc]]
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Clans (L5R)
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* Major Clans
** [[Crab Clan]]
*** [[Hida Family]]
*** [[Hiruma Family]]
*** [[Kuni Family]]
*** [[Yasuki Family]]
** [[Crane Clan]]
*** [[Daidoji Family]]
*** [[Doji Family]]
*** [[Kakita Family]]
** [[Dragon Clan]]
*** [[Kitsuki Family]]
** [[Lion Clan]]
** [[Mantis Clan]]
** [[Phoenix Clan]]
** [[Scorpion Clan]]
*** [[Bayushi Family]]
*** [[Soshi Family]]
*** [[Shosuro Family]]
*** [[Yogo Family]]
** [[Unicorn Clan]]
*** [[Ide Family]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Family]]
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* Major Clans
** [[Crab Clan]]
*** [[Hida Family]]
*** [[Hiruma Family]]
*** [[Kaiu Family]]
*** [[Kuni Family]]
*** [[Toritaka Family]]
*** [[Yasuki Family]]
** [[Crane Clan]]
*** [[Asahina Family]]
*** [[Daidoji Family]]
*** [[Doji Family]]
*** [[Kakita Family]]
** [[Dragon Clan]]
*** [[Kitsuki Family]]
*** [[Mirumoto Family]]
*** [[Tamori Family]]
*** [[Togashi Family]]
** [[Lion Clan]]
*** [[Akodo Family]]
*** [[Ikoma Family]]
*** [[Kitsu Family]]
*** [[Matsu Family]]
** [[Mantis Clan]]
*** [[Kitsune Family]]
*** [[Moshi Family]]
*** [[Tsuruchi Family]]
*** [[Yoritomo Family]]
** [[Phoenix Clan]]
*** [[Agasha Family]]
*** [[Asako Family]]
*** [[Isawa Family]]
*** [[Shiba Family]]
** [[Scorpion Clan]]
*** [[Bayushi Family]]
*** [[Soshi Family]]
*** [[Shosuro Family]]
*** [[Yogo Family]]
** [[Unicorn Clan]]
*** [[Horiuchi Family]]
*** [[Ide Family]]
*** [[Iuchi Family]]
*** [[Moto Family]]
*** [[Shinjo Family]]
*** [[Utaku Family]]
** [[Spider Clan]]
*** [[Chuda Family]]
*** [[Daigotsu Family]]
*** [[Goju Family]]
*** [[Spider Monks]]
*** [[Susumu Family]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Family]]
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* Major Clans
** [[Crab Clan]]
*** [[Hida Family]]
*** [[Hiruma Family]]
*** [[Kaiu Family]]
*** [[Kuni Family]]
*** [[Toritaka Family]]
*** [[Yasuki Family]]
** [[Crane Clan]]
*** [[Asahina Family]]
*** [[Daidoji Family]]
*** [[Doji Family]]
*** [[Kakita Family]]
** [[Dragon Clan]]
*** [[Kitsuki Family]]
*** [[Mirumoto Family]]
*** [[Tamori Family]]
*** [[Togashi Family]]
** [[Lion Clan]]
*** [[Akodo Family]]
*** [[Ikoma Family]]
*** [[Kitsu Family]]
*** [[Matsu Family]]
** [[Mantis Clan]]
*** [[Kitsune Family]]
*** [[Moshi Family]]
*** [[Tsuruchi Family]]
*** [[Yoritomo Family]]
** [[Phoenix Clan]]
*** [[Agasha Family]]
*** [[Asako Family]]
*** [[Isawa Family]]
*** [[Shiba Family]]
** [[Scorpion Clan]]
*** [[Bayushi Family]]
*** [[Soshi Family]]
*** [[Shosuro Family]]
*** [[Yogo Family]]
** [[Unicorn Clan]]
*** [[Horiuchi Family]]
*** [[Ide Family]]
*** [[Iuchi Family]]
*** [[Moto Family]]
*** [[Shinjo Family]]
*** [[Utaku Family]]
** [[Spider Clan]]
*** [[Chuda Family]]
*** [[Daigotsu Family]]
*** [[Goju Family]]
*** [[Spider Monks]]
*** [[Susumu Family]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Family]]
* Other
** [[Zhuge Family]]
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Intimidation (L5R)
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Created page with "(Awareness) ''Sub-Types'': [[:Category:Social Skill|Social Skill]] ''Emphases'': Bullying, Control, Torture ''Description'': The manipulation of others through the use of t..."
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(Awareness)
''Sub-Types'': [[:Category:Social Skill|Social Skill]]
''Emphases'': Bullying, Control, Torture
''Description'': The manipulation of others through the use of threats, both stated and implied, is an oft-employed tool for those who have left their honor behind. Even bushi who are generally honorable but have a strong sense of pragmatism will occasionally abandon decorum and threaten those who refuse to cooperate. It is a shameful act, but one that many are willing to commit (and promptly forget) in order to ensure the successful completion of their duty.
The '''Bullying''' emphasis is the simplest form of Intimidation, and involves the immediate, short-term threat of violence to get another to perform a specific act. '''Control''', on the other hand, indicates a longer-term attempt to shape another’s behavior to your will, and is often used by courtiers to manipulate lower-ranking, weaker-willed individuals. '''Torture''', which is never a subject for polite conversation, is used by hinin working for magistrates in order to elicit confessions and information from criminals. No proper samurai will dirty his soul by torturing in person.
Intimidation is usually a Contested Roll, resisted with [[Etiquette_(L5R)|Etiquette (Courtesy)]] / Willpower. The GM may require a different Skill or Trait to resist the Intimidation attempt if it seems more appropriate to the situation. Regardless, the resisting character’s [[Honor_(L5R)|Honor Rank]] is added to the total of his roll.
;Mastery Abilities
:Rank 5: The character gains a bonus of +5 to the total of any Contested Roll made using Intimidation.
[[Category:Low Skill]]
[[Category:Social Skill]]
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Categories for wiki entries
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*[[Legend of the Five Rings]]
**[[:Category:Spell (L5R)]]
**[[:Category:Maho Spell]]
**[[:Category:Earth Spell]]
**[[:Category:Level 1 (L5R)]]
**[[:Category:Wards Spell]]
**[[:Category:Battle Spell]]
**[[:Category:Craft Spell]]
**[[:Category:Bushi School]]
**[[:Category:Shugenja School]]
**[[:Category:Monk School]]
**[[:Category:Salamander School]]
**[[:Category:Scorpion School]]
**[[:Category:Unicorn School]]
**[[:Category:Advanced School]]
**[[:Category:Alternate Path]]
**[[:Category:High Skill]]
**[[:Category:Bugei Skill]]
**[[:Category:Merchant Skill]]
**[[:Category:Low Skill]]
**[[:Category:Social Skill]]
**[[:Category:Kiho]]
**[[:Category:Earth Kiho]]
**[[:Category:Taint Kiho]]
**[[:Category:Dark Kiho]]
**[[:Category:Atemi Kiho]]
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Advantages-Disadvantages (L5R)
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* Advantages
** [[Darling of the Court]]
** [[Seven Fortunes' Blessing]]
** [[Wealthy_(L5R)|Wealthy]]
* Disadvantages
** [[Consumed_(L5R)|Consumed]]
** [[Dark Secret]]
** [[Enlightened Madness]]
** [[Epilepsy]]
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Zhuge Family
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Created page with "The Zhuge family is a small ronin family with a small holding to the southwest of the [[Shiba Family]] provinces and southeast of the [[Salamander Clan]] province. They are k..."
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The Zhuge family is a small ronin family with a small holding to the southwest of the [[Shiba Family]] provinces and southeast of the [[Salamander Clan]] province. They are known for their [[Zhuge Strategist]] school.
As of 1165 the family is comprised of the patriarch, [[Zhuge Liang]], and his three daughters, [[Zhuge Zhanhime]], [[Zhuge Huaihime]], and [[Zhuge Qiaohime]]. The [[Phoenix Clan]] has been trying to absorb the Zhuge family for many years and sees the current situation as an excellent opportunity to do so.
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The Zhuge family is a small ronin family with a small holding to the southwest of the [[Shiba Family]] provinces and southeast of the [[Salamander Clan]] province. They are known for their [[Zhuge Strategist]] school.
As of 1165 the family is comprised of the patriarch, [[Zhuge Liang]], and his three daughters, [[Zhuge Zhanhime]], [[Zhuge Huaihime]], and [[Zhuge Qiaohime]]. The [[Phoenix Clan]] has been trying to absorb the Zhuge family for many years and sees the current situation as an excellent opportunity to do so.
''Family bonus'': +1 Perception
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The Zhuge family is a small ronin family with a small holding to the southwest of the [[Shiba Family]] provinces and southeast of the [[Salamander Clan]] province. They are known for their [[Zhuge Strategist]] school.
As of 1165 the family is comprised of the patriarch, [[Zhuge Liang]], and his three daughters, [[Zhuge Simahime]], [[Zhuge Huaihime]], and [[Zhuge Qiaohime]]. The [[Phoenix Clan]] has been trying to absorb the Zhuge family for many years and sees the current situation as an excellent opportunity to do so.
''Family bonus'': +1 Perception
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Zhuge Strategist
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Created page with " ''Bonus'': +1 Intelligence ''Skills'': ''Honor'': 3 ''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon ''Technique'': [[Category:Courtie..."
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''Bonus'': +1 Intelligence
''Skills'':
''Honor'': 3
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Technique'':
[[Category:Courtier School]]
[[Category:Ronin School]]
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''Bonus'': +1 Intelligence
''Skills'': [[War_Fan_(L5R)|War Fan]], any one [[:Category:High Skill|High]] or [[:Category:Merchant Skill|Merchant]] skill
''Starting [[Honor_(L5R)|Honor]]'': 3
''Outfit'': Robes, Wakizashi, War Fan, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Techniques'':
[[Category:Courtier School]]
[[Category:Ronin School]]
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''Bonus'': +1 Intelligence
''Skills'': [[Battle_(L5R)|Battle]], [[Engineering_(L5R)|Engineering - Siege]], [[Games_(L5R)|Games - Go]], [[Lore_(L5R)|Lore - War]], [[War_Fan_(L5R)|War Fan]], any one [[:Category:High Skill|High]] or [[:Category:Bugei Skill|Bugei]] skill
''Starting [[Honor_(L5R)|Honor]]'': 3
''Outfit'': Robes, Wakizashi, War Fan, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Techniques'':
;Rank One - The Thirty Six Stratagems
:A student of The Thirty Six Stratagems is taught the many basic essential stratagems the family uses. You gain a bonus of +1k0 when making any School Skill Roll. When spending a Void Point to augment a School Skill Roll, you gain a bonus of +2k2 instead of +1k1. These effects are not cumulative.
;Rank Two - Create Something from Nothing
:When you roll on the Mass Battle Chart, you may modify your result (up or down) by an additional amount equal to half your School Rank.
; Rank Three - Wait at Leisure While the Enemy Labors
:The educated strategist can see through the games, tricks, and deceits of the material world. Any time you fail a Contested [[:Category:Social Skill|Social]] Skill Roll to resist someone trying to influence your emotions, opinions, or behavior (such as with the [[Courtier_(L5R)|Courtier]], [[Temptation_(L5R)|Temptation]], or [[Intimidation_(L5R)|Intimidation]] skills), you may re-roll using Intelligence as the Trait for the second roll in place of whichever Trait was originally required. You must keep the results of the second roll. This Technique cannot be used to resist Fear.
;Rank Four - Ancestral Strategy
:The Zhuge Strategist spends his entire life studying the teachings of the empire's great generals from centuries past. He benefits from their collective wisdom and hones himself into the perfect strategist. You may reroll any one of your dice in each Battle Turn of Mass Combat. Additionally, when fighting with a wakizashi or war fan, you may make melee attacks as a Simple Action rather than a Complex Action.
;Rank Five - Mastering the Art of War
:When you roll on the Mass Battle Chart, you may add or subtract your entire School Rank to the total of your rolls on the Mass Battle Table (this replaces the Rank 2 ability to add or subtract half your School Rank).
[[Category:Courtier School]]
[[Category:Ronin School]]
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Child of the Corrupted Dragon
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''Ring/Mastery'': Taint 5
''Type'': [[:Category:Dark Kiho|Dark]]
This horrifying kiho allows the monk to merge with the foul corruption of the Taint itself, removing him from the grasp of the elements. Spells from any element other than Void that target a monk employing this kiho have their TN increased by the monk's Earth x 2. A monk using Child of the Corrupted Dragon has skin the color of a moonless night, with shadows that seem to crawl across his flesh and eyes that burn a sickly green. This kiho lasts for a number of turns equal to the dark monk's Taint rank.
[[Category:Kiho]]
[[Category:Taint Kiho]]
[[Category:Dark Kiho]]
a09f38d72735e8c64e13500a84d9809d9ff21299
Hanzaki Shugenja
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': [[Calligraphy_(L5R)|Calligraphy (Cipher)]], [[Defense_(L5R)|Defense]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Theology]], [[Spellcraft_(L5R)|Spellcraft]], any 1 [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': 3 Fire, 2 Earth, 1 Water, [[Sense_(L5R)|Sense]], [[Commune_(L5R)|Commune]], [[Summon_(L5R)|Summon]]
''Technique'':
;Child of the Fire Kami
:Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill emphasis in it. Gain a free raise on all spells with the [[:Category:Battle Spell|Battle]] or [[:Category:Craft Spell|Craft]] keywords.
[[Category:Shugenja School]]
[[Category:Salamander School]]
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The Hanzaki shugenja school was founded by [[Hanzaki Daisuke]] based on his close affinity with the fire kami. The school emphasizes a similar close relationship with the fire kami and its students are becoming known for an uncanny ability to work with them.
''Bonus'': +1 Agility
''Skills'': [[Calligraphy_(L5R)|Calligraphy (Cipher)]], [[Defense_(L5R)|Defense]], [[Kenjutsu_(L5R)|Kenjutsu]], [[Lore_(L5R)|Lore - Theology]], [[Spellcraft_(L5R)|Spellcraft]], any 1 [[:Category:Bugei Skill|Bugei]] or [[:Category:High Skill|High]] skill
''Honor'': 3
''Affinity/Deficiency'': Fire/Air
''Outfit'': Robes, Wakizashi, Scroll satchel, Travelling pack, 3 koku, any 1 weapon
''Spells'': [[Katana of Fire]], 2 Fire, 2 Earth, 1 Water, [[Sense_(L5R)|Sense]], [[Commune_(L5R)|Commune]], [[Summon_(L5R)|Summon]]
''Technique'':
;Child of the Fire Kami
:Make all Spellcasting Rolls involving the Ring of Fire as if you have a skill emphasis in it. Gain a free raise on all spells with the [[:Category:Battle Spell|Battle]] or [[:Category:Craft Spell|Craft]] keywords.
[[Category:Shugenja School]]
[[Category:Salamander School]]
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Spells (L5R)
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*Earth
**[[Armor of the Earth]]
**'''[[Blood Rite]]'''
**'''[[Caress of Fu Leng]]'''
**[[Courage of the 7 Thunders]]
**[[Elemental Ward]]
**[[Force of Will]]
**[[Immortal Steel]]
**'''[[Suck the Marrow]]'''
**'''[[Summon Oni]]'''
**'''[[Summon Swamp Spirits]]'''
**'''[[Summon Undead Champion]]'''
**'''[[Tomb of Earth]]'''
**[[Tomb of Jade]]
**[[Wholeness of the World]]
*Fire
**'''[[Bleeding]]'''
**[[Extinguish]]
**[[Fires of Purity]]
**[[Disrupt the Aura]]
**[[Haze of Battle]]
**[[Globe of the Everlasting Sun]]
** [[Katana of Fire]]
**'''[[Puppet Master]]'''
**'''[[Written in Blood]]'''
*Water
**'''[[Dark Wings]]'''
**[[Near to Ice]]
**[[Rejuvenating Vapors]]
**[[Reversal of Fortunes]]
**[[Wisdom and Clarity]]
*Air
**[[Benten's Touch]]
**'''[[Blood and Darkness]]'''
**[[By the Light of the Moon]]
**[[Commune with Animals]]
**'''[[Curse of the Clan]]'''
**'''[[Curse of the Kansen]]'''
**'''[[Dark Divination]]'''
**'''[[Sinful Dreams]]'''
**[[Summon Fog]]
**'''[[Symbol of the Bloodspeaker]]'''
**[[To Seek the Truth]]
**'''[[Ward of Divine Peace]]'''
*Void
**
545f3f8411b40c45ced53d2a2d77caf02c88c7de
Katana of Fire
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Created page with "''Ring/Mastery'': Fire 1 (Battle, Craft) ''Range'': Personal or 20’ (see below) ''Area of Effect'': One created weapon ''Duration'': 5 minutes ''Raises'': Damage (+1k0),..."
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''Ring/Mastery'': Fire 1 (Battle, Craft)
''Range'': Personal or 20’ (see below)
''Area of Effect'': One created weapon
''Duration'': 5 minutes
''Raises'': Damage (+1k0), Duration (+5 minutes), Range (+5 feet)
You summon a blade of pure fire, blazing like the soul of an honorable warrior. The weapon’s default form is a katana, but one Raise can change its form to any other sword of your choosing. The katana has a DR of 2k2. When wielding this weapon, you may use your School Rank in place of your [[Kenjutsu_(L5R)|Kenjutsu]] Skill if you wish. If you do possess the [[Kenjutsu_(L5R)|Kenjutsu]] Skill, you add your Honor Rank to all damage rolls made with this weapon. The katana of fire disappears if it is lost from your hand. Instead of summoning the katana for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for all purposes of the spell, but does not gain the Honor boost to damage.
[[Category:Spell (L5R)]]
[[Category:Fire Spell]]
[[Category:Level 1 (L5R)]]
[[Category:Battle Spell]]
[[Category:Craft Spell]]
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Hanzaki Family
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The Hanzaki family is the founding family of the [[Salamander Clan]]. It was founded by [[Hanzaki Daisuke]], formerly Yoritomo Daisuke.
The heir, [[Hanzaki Kenpachi]], has recently completed his gempukku and is eager to show his father that he is capable of taking over the clan when his time comes.
''Family bonus'': +1 Intelligence
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Main Page
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[[Legend of the Five Rings]]
[[Birthright Quest]]
[[Eclipse Phase]]
[[General Lore]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [[Categories for wiki entries]]
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Birthright Quest
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Created page with "[[Places]] [[People]] [[Bloodline Derivations]] [[Blood Abilities]] [[Skills]] [[Spells]]"
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[[Places]]
[[People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills]]
[[Spells]]
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[[Places_(BRQ)|Places]]
[[People_(BRQ)|People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills_(BRQ)|Skills]]
[[Spells_(BRQ)|Spells]]
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[[Places_(BRQ)|Places]]
[[People_(BRQ)|People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills_(BRQ)|Skills]]
[[Spells_(BRQ)|Spells]]
[[Creatures_(BRQ)|Creatures]]
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Skills (BRQ)
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Created page with "== Magic == * [[Lesser Magic|Lesser Magic (Skill)]] == Weapon Styles == * [[Heartlands Fencing Style]] * [[Imperial Archer Style]] * [[Imperial Heavy Cavalry Style]] * Impe..."
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== Magic ==
* [[Lesser Magic|Lesser Magic (Skill)]]
== Weapon Styles ==
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker]]
* [[Vos Varsk Rider]]
* [[Vos Warrior]]
* [[Orog Regular]]
* [[Orog Elite]]
* [[Orog Archer]]
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== Magic ==
* [[Lesser Magic|Lesser Magic (Skill)]]
== Weapon Styles ==
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
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Vos Warrior Style
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Created page with "This is the base warrior style taught in the Vos tribes and nations. Almost all men and some women are taught at least the basics of this style. ''Weapons'': battleaxe, dagg..."
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This is the base warrior style taught in the Vos tribes and nations. Almost all men and some women are taught at least the basics of this style.
''Weapons'': battleaxe, dagger, mace, saber, shortspear (barbed), viking shield
''Trait'': [[intimidating scream (style trait)|Intimidating Scream]]
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This is the base warrior style taught in the Vos tribes and nations. Almost all men and some women are taught at least the basics of this style.
''Weapons'': battleaxe, dagger, mace, saber, shortspear (barbed), viking shield
''Trait'': [[intimidating scream (style trait)|Intimidating Scream]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Vos Varsk Rider Style
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Created page with "This is the style of the formidable Vos [[varsk]] riders. ''Weapons'': battleaxe, dagger, mace, saber, lance (barbed), viking shield ''Trait'': beast-back lancer (style tr..."
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This is the style of the formidable Vos [[varsk]] riders.
''Weapons'': battleaxe, dagger, mace, saber, lance (barbed), viking shield
''Trait'': [[beast-back lancer (style trait)|Beast-back Lancer]]
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This is the style of the formidable Vos [[varsk]] riders.
''Weapons'': battleaxe, dagger, mace, saber, lance (barbed), viking shield
''Trait'': [[beast-back lancer (style trait)|Beast-back Lancer]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Vos Berserker Style
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Created page with "This is the style of the fierce Vos berserkers. They throw caution to the wind and focus on maximum damage. ''Weapons'': battleaxe, great axe, great sword, great hammer, gre..."
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This is the style of the fierce Vos berserkers. They throw caution to the wind and focus on maximum damage.
''Weapons'': battleaxe, great axe, great sword, great hammer, great club
''Trait'': [[batter aside (style trait)|Batter Aside]]
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This is the style of the fierce Vos berserkers. They throw caution to the wind and focus on maximum damage.
''Weapons'': battleaxe, great axe, great sword, great hammer, great club
''Trait'': [[batter aside (style trait)|Batter Aside]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Rjurik Shieldwall Style
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Created page with "This style is taught in Rjurik lands and is the basic fighting style of those people. Almost all men and some women are taught at least the basics of this style. ''Weapons''..."
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This style is taught in Rjurik lands and is the basic fighting style of those people. Almost all men and some women are taught at least the basics of this style.
''Weapons'': battle axe, viking shield, shortspear, hatchet
''Trait'': [[Shield Wall|shield wall (style trait)]]
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This style is taught in Rjurik lands and is the basic fighting style of those people. Almost all men and some women are taught at least the basics of this style.
''Weapons'': battle axe, viking shield, shortspear, hatchet
''Trait'': [[Shield Wall|shield wall (style trait)]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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This style is taught in Rjurik lands and is the basic fighting style of those people. Almost all men and some women are taught at least the basics of this style.
''Weapons'': battle axe, viking shield, shortspear, hatchet
''Trait'': [[shield wall (style trait)|Shield Wall]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Rjurik Hunter Style
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Created page with "This style is taught in Rjurik lands to the woodsmen and hunters. It focuses on missile weapons and small utility melee. Occasionally Rjurik leaders will form troops with th..."
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This style is taught in Rjurik lands to the woodsmen and hunters. It focuses on missile weapons and small utility melee. Occasionally Rjurik leaders will form troops with this style as archer troops, but this is uncommon.
''Weapons'': long bow, short bow, hatchet, knife, club, shortspear
''Trait'': [[Skirmishing|skirmishing (style trait)]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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This style is taught in Rjurik lands to the woodsmen and hunters. It focuses on missile weapons and small utility melee. Occasionally Rjurik leaders will form troops with this style as archer troops, but this is uncommon.
''Weapons'': long bow, short bow, hatchet, knife, club, shortspear
''Trait'': [[skirmishing (style trait)|Skirmishing]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Rjurik Housecarl Style
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Created page with "This style is taught in Rjurik lands to the elite troops of jarls, chieftans, and kings. It is intended for the leaders bodyguards and champions. ''Weapons'': great axe, vik..."
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This style is taught in Rjurik lands to the elite troops of jarls, chieftans, and kings. It is intended for the leaders bodyguards and champions.
''Weapons'': great axe, viking shield, shortspear, broadsword
''Trait'': [[shield splitter (style trait)|Shield Splitter]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Skills (BRQ)
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== Magic ==
* [[Lesser Magic (Skill)|Lesser Magic]]
== Weapon Styles ==
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
205d3774bc3a1c574bd82cec6516d7cc029cff57
Lesser Magic (Skill)
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Created page with "==Starting Lesser Magic== As an exception to the general rule of thumb, characters from careers which specialise in Lesser Magic may start with a number of spells equal to one..."
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==Starting Lesser Magic==
As an exception to the general rule of thumb, characters from careers which specialise in Lesser Magic may start with a number of spells equal to one tenth of their Lesser Magic skill.
==Using Lesser Magic==
Lesser Magic takes only a single Turn to cast. Each spell costs one Magic Point which is deducted from the Magic Point total whenever it is successfully cast. Casting any spell successfully requires a Lesser Magic roll. The Lesser Magic skill covers every spell a character knows. Thus, a character with Lesser Magic 70% would cast all their Lesser Magic spells at this level: Lesser Magic spells do not have discrete skill ratings.
If the Lesser Magic roll is a...
* ''Critical Success'': the spell’s Magic Point cost is zero.
* ''Success'': the caster loses 1 Magic Point, and the spell works successfully.
* ''Failure'': the caster loses 1 Magic Point, but the spell does not work.
* ''Fumble'': the caster loses 1d3 Magic Points for the spell and the spell fails to work.
Due to their minor or petty nature, all Lesser Magic spells have a default Intensity and Magnitude of 1.
==Limits to Lesser Magic Capacity==
Characters have no actual limit to the number of Lesser Magic spells they can learn, provided that the Games Master permits them to have access to new ones. Such knowledge might be restricted or unavailable in the game world.
==Lesser Magic Spells==
Lesser Magic spells are defined by various traits defining the effects of the spell and any particular limitations. Every spell is different with some having fewer traits than others.
==Duration of Lesser Magic Spells==
Unless a spell has either the Concentration or Instant traits it has a natural duration which lasts the entire scene or action for which the spell was used. A few spells have custom durations noted in the spell’s definition. For example, using Pathway to traverse a section of thorny and overgrown woodland would last until the terrain clears and the spell is no longer necessary.
==Traits==
Lesser Magic Traits are as follows:
* Concentration
** The spell’s effects remain in place as long as the caster continues to concentrate on maintaining it. Concentration requires the caster to be free of all physical and mental distractions: any such disturbance interrupts the concentration, resulting in the spell’s immediate dismissal.
* Instant
** The spell’s effects happen immediately. It has no duration.
* Ranged
** Spells with the Ranged trait can be cast at a distance of up to the character’s Lesser Magic score in metres. The caster must know the location of the target, such as ‘hiding behind the door’: if they are unable to directly see or sense the target of the spell, then the Lesser Magic roll becomes one grade harder.
* Resist (Endurance, Evade, Willpower)
** Any spell that is not readily accepted by a target can be actively resisted using either Endurance, Evade or Willpower, as determined by this trait. To successfully resist a spell, the target must win an opposed roll of the relevant skill against the caster’s Lesser Magic casting result. If the target fails in the opposed roll then the spell takes effect as normal. Note that resisting is usually a passive action if Endurance or Willpower are the being used. If a spell requires the target to Evade then it costs an Action Point to make the Evade attempt. Targets without Action Points to spend in evading will therefore be powerless against the spell’s effect.
* Touch
** The caster must be in physical contact with the target whilst the spell is cast. If a target is intent on resisting physical contact then the caster will most likely fail to complete his spell unless some specific circumstance prevents the target’s withdrawal, such as surprise or the Grip special effect. A touch spell merely needs to contact the target or its carried accoutrements in order to work.
* Trigger
** Trigger spells can be cast successfully but have their effects delayed by the caster. If the spell is not triggered during the scene it dissipates naturally.
== Spells ==
* [[Alarm (RQ)|Alarm]]
* [[Appraise (RQ)|Appraise]]
* [[Avert (RQ)|Avert]]
* [[Babble (RQ)|Babble]]
* [[Beastcall (RQ)|Beastcall (X)]]
* [[Befuddle (RQ)|Befuddle]]
* [[Bladesharp (RQ)|Bladesharp]]
[[Category:Skill (RQ)]]
[[Category:Magic (RQ)]]
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Birthright Quest
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[[Places (BRQ)|Places]]
[[People (BRQ)|People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills_(BRQ)|Skills]]
[[Spells (RQ)|Spells]]
[[Creatures (BRQ)|Creatures]]
[[Religions (BRQ)|Religions]]
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[[Places (BRQ)|Places]]
[[People (BRQ)|People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills_(BRQ)|Skills]]
[[Magic (BRQ)|Magic]]
[[Creatures (BRQ)|Creatures]]
[[Religions (BRQ)|Religions]]
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Religions (BRQ)
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Created page with "Each of the new gods has one or more cults devoted to it, usually separated by culture. ==Human deities== * [[Avani]] * [[Erik]] * [[Haelyn]] * [[Belinik]] * [[Nesirie]] * [..."
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Each of the new gods has one or more cults devoted to it, usually separated by culture.
==Human deities==
* [[Avani]]
* [[Erik]]
* [[Haelyn]]
* [[Belinik]]
* [[Nesirie]]
* [[Sera]]
* [[Cuiraécen]]
* [[Eloéle]]
* [[Kriesha]]
* [[Laerme]]
* [[Ruornil]]
==Non-human and other deities==
* [[Cold Rider]]
* [[Kartathok]]
* [[Moradin]]
* [[Torazan]]
==Halfling spirituality==
Refuges from the shadow world, halflings have no specific patron deity. Although capable of deep spirituality, halflings tend towards introspection and are dependent on the moral compass of their community to help guide their actions.
Halflings are welcomed by human churches in their community. Although halflings are not often inducted to the mysteries of the church, most churches do not exclude them from the clergy.
==Sidhelien spirituality==
The elves can call upon the forces inherent in wood and water, field and air, but have never worshiped deities. They are aware that the gods of Deismaar existed and that new gods were created, but they do not pay homage to them. Particularly after their deception and betrayal by [[Azrai]], the elves have been adamant in their refusal to worship human gods. To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within elven realms.
==Celestials, demons, and other powers==
In addition to the major deities, dozens of lesser entities are worshiped by the denizens of Cerilia. It is believed that the homes of the gods are reachable through the spirit world and that it is there that the servants of the gods make their homes. Whether such beings are servants of the gods, manifestations of a people's desire, or monsters preying upon the superstitious is subject to debate. Such servants may be referred to as being celestial in origin; although those horrific or believed to be evil are often referred to as demonic or infernal. For the most part, Cerilia's gods are close to human kind; their imperfections and weaknesses, their attitudes and objectives, are comprehensible to mortals. The same is not necessarily true of celestials and demons. These powers may have alien desires and needs or inflexible lines of action; dealing with them is often perilous. Some celestials/demons have the status of demigods and are capable of granting the ability to cast divine spells. Likewise, True scions that have accepted a [[Bloodform]] are capable of granting the ability to channel divine energy to their worshipers and are considered demigods.
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Each of the new gods has one or more cults devoted to it, usually separated by culture.
==Human deities==
* [[Avani]]
* [[Erik]]
* [[Haelyn]]
* [[Belinik]]
* [[Nesirie]]
* [[Sera]]
* [[Cuiraécen]]
* [[Eloéle]]
* [[Kriesha]]
* [[Laerme]]
* [[Ruornil]]
==Non-human and other deities==
* [[Cold Rider]]
* [[Kartathok]]
* [[Moradin]]
* [[Torazan]]
==Halfling spirituality==
Refuges from the shadow world, halflings have no specific patron deity. Although capable of deep spirituality, halflings tend towards introspection and are dependent on the moral compass of their community to help guide their actions.
Halflings are welcomed by human churches in their community. Although halflings are not often inducted to the mysteries of the church, most churches do not exclude them from the clergy.
==Sidhelien spirituality==
The elves can call upon the forces inherent in wood and water, field and air, but have never worshiped deities. They are aware that the gods of Deismaar existed and that new gods were created, but they do not pay homage to them. Particularly after their deception and betrayal by [[Azrai]], the elves have been adamant in their refusal to worship human gods. To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within elven realms.
==Celestials, demons, and other powers==
In addition to the major deities, dozens of lesser entities are worshiped by the denizens of Cerilia. It is believed that the homes of the gods are reachable through the spirit world and that it is there that the servants of the gods make their homes. Whether such beings are servants of the gods, manifestations of a people's desire, or monsters preying upon the superstitious is subject to debate. Such servants may be referred to as being celestial in origin; although those horrific or believed to be evil are often referred to as demonic or infernal. For the most part, Cerilia's gods are close to human kind; their imperfections and weaknesses, their attitudes and objectives, are comprehensible to mortals. The same is not necessarily true of celestials and demons. These powers may have alien desires and needs or inflexible lines of action; dealing with them is often perilous. Some celestials/demons have the status of demigods and are capable of granting the ability to cast divine spells. Likewise, True scions that have accepted a [[Bloodform]] are capable of granting the ability to channel divine energy to their worshipers and are considered demigods.
==Standard Theism Spells==
These spells are common to all cults.
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Soul Sight (RQ)|Soul Sight]]
Proven: [[Consecrate (RQ)|Consecrate]]
Overseer: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]]
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Created page with " [[Spells (RQ)|Spells]]"
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[[Spells (RQ)|Spells]]
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Erik
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Created page with "Talk about Erik in general here. ==Cults of Erik== * [[The Emerald Spiral]] * [[Oaken Grove of Erik]] * [[Old Father of the Forests]] [[Category:Deity (RQ)]]"
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Talk about Erik in general here.
==Cults of Erik==
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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''Allies'': Our wife, [[Avani]], is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. [[Ruornil]] seeks to protect the mysteries of nature from the misuse of the unwise. [[Avani]] is the sun, and [[Ruornil]] the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
''Foes'': [[Belinik]] teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the [[Rjurik]] people; their waste knows no limit and they are a blight that must be driven from our lands.
''Others'': Our daughter, [[Laerme]], is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. [[Cuiraécen]] is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. [[Eloéle]] can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. [[Haelyn]] believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. [[Nesirie]] mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. [[Kriesha]], like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, [[Sera]] sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
==Cults of Erik==
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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The Emerald Spiral
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RaxTheGrey
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Created page with "==Runes== Earth, Plant, Fertility ==Mythos and History== The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pin..."
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==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]], [[Growth (RQ)|Growth]], [[Heal Wound (RQ)|Heal Wound]], and [[Lightning (RQ)|Lightning]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik (RQ)|Belinik]] and [[Kriesha (RQ)|Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
31a8965f2eeed1db8894e3cb47801969c4dc1ccb
173
172
2016-06-18T18:17:18Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]], [[Growth (RQ)|Growth]], [[Heal Wound (RQ)|Heal Wound]], and [[Lightning (RQ)|Lightning]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
28bfb831adb125ac9ded317009576aa172a0ed51
174
173
2016-06-24T02:58:37Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are: [[Heal Wound (RQ)|Heal Wound]], [[Lightning (RQ)|Lightning]], [[Ripen (RQ)|Ripen]]; [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]; [[Growth (RQ)|Growth]], [[Rejuvenate (RQ)|Rejuvenate]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
d28ee1bbf7d3efe46fb68f5b8bddd4a4ef862da5
175
174
2016-07-01T01:41:22Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Lightning (RQ)|Lightning]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Rejuvenate (RQ)|Rejuvenate]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
53c1db878636e551e9cd2cca53b8018265192941
177
175
2016-07-01T01:56:21Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Lightning (RQ)|Lightning]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
5c17263cd25a71d7bdd32a249afecdc31d2342fb
181
177
2016-07-01T02:44:49Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
|-
|Common
|Lay Member
|-
|Dedicated
|Initiate
|-
|Proven
|Druid
|-
|Overseer
|High Druid
|-
|Leader
|Grand Druid
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Lightning (RQ)|Lightning]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
ab82bc0c69d60877aee04a06cad165eb73f2a300
194
181
2016-07-03T22:50:12Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Lightning (RQ)|Lightning]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
d57536a94b21d0d897e5801b8d0bcbbed06cff99
198
194
2016-07-05T00:35:16Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
b3f52815cb523031ab1156be3a381b2be4b3f0c3
199
198
2016-07-05T00:45:13Z
RaxTheGrey
1
/* Allies and Enemies */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] are also considered allies.
The various goblin and giant deities are chief among the enemies of the Spiral. The cults of [[Belinik]] and [[Kriesha]] follow close behind.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
e6a1fd7c99adb3a4fe9abcb464ae044ae39371c9
200
199
2016-07-05T00:48:07Z
RaxTheGrey
1
/* Allies and Enemies */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
f82dffcbaf2043510d43084a859813fdfcd25885
Blessing (RQ)
0
68
176
2016-07-01T01:43:34Z
RaxTheGrey
1
Created page with "Duration 15, Rank Initiate, Touch This spell grants a bonus to a cult skill. The target receives a bonus of +5% per Magnitude of the spell. The specific skill is determined b..."
wikitext
text/x-wiki
Duration 15, Rank Initiate, Touch
This spell grants a bonus to a cult skill. The target receives a bonus of +5% per Magnitude of the spell. The specific skill is determined by the caster but must be one of the cult’s skills. For instance, an Earth Cult might grant a bonus to Craft (Masonry) but a War Cult could grant the bonus to all Weapon Skills. This bonus cannot be stacked with any other spell-effect bonuses.
9ec978ddbebf7661d12399856bd35d0c07ecf7f2
179
176
2016-07-01T02:09:17Z
RaxTheGrey
1
wikitext
text/x-wiki
Duration 15, Rank Initiate, Touch
This spell grants a bonus to a cult skill. The target receives a bonus of +5% per Magnitude of the spell. The specific skill is determined by the caster but must be one of the cult’s skills. For instance, an Earth Cult might grant a bonus to Craft (Masonry) but a War Cult could grant the bonus to all Weapon Skills. This bonus cannot be stacked with any other spell-effect bonuses.
[[Category:Spell (RQ)]]
[[Category:Theist Spell (RQ)]]
[[Category:Initiate Spell (RQ)]]
b1430dadfda1144777ea9724c9205d784101a7ae
Outlaw (RQ)
0
69
178
2016-07-01T01:57:06Z
RaxTheGrey
1
Created page with "Instant, Priest, Ranged This spell take an hour to cast and is usable only on an outcast of the clan or tribe. It marks the recipient as a clan enemy and means that he will a..."
wikitext
text/x-wiki
Instant, Priest, Ranged
This spell take an hour to cast and is usable only on an outcast of the clan or tribe. It marks the recipient as a clan enemy and means that he will always be detected as an enemy when any Detect spells are cast that he is in range of. The target of the spell also immediately loses any clan magic possessed and carries with him a taint that members of his former clan can immediately detect.
4621107cb55dff9a46f9a102671b776f20e69828
180
178
2016-07-01T02:10:25Z
RaxTheGrey
1
wikitext
text/x-wiki
Instant, Priest, Ranged
This spell take an hour to cast and is usable only on an outcast of the clan or tribe. It marks the recipient as a clan enemy and means that he will always be detected as an enemy when any Detect spells are cast that he is in range of. The target of the spell also immediately loses any clan magic possessed and carries with him a taint that members of his former clan can immediately detect.
[[Category:Spell (RQ)]]
[[Category:Theist Spell (RQ)]]
[[Category:Priest Spell (RQ)]]
75fb3978fe37085740e77afacb0d4c833726b66e
Tree Communion (RQ)
0
70
182
2016-07-01T02:46:35Z
RaxTheGrey
1
Created page with "Duration 15, Priest, Touch Cast upon any tree, the Erik cultist communes directly with the tree’s spirit learning all that the tree has seen, heard or experienced within a..."
wikitext
text/x-wiki
Duration 15, Priest, Touch
Cast upon any tree, the Erik cultist communes directly with the tree’s spirit learning all that the tree has seen, heard or experienced within a number of weeks equal to the spell’s Magnitude. The transference of knowledge is over the Duration of the spell and requires that the caster hug the tree tightly, pressing his head or cheek into the bark hard enough to leave an impression of the tree upon the skin. The knowledge transferred is not expressed as language but as visuals, sounds, sensations and so forth.
582ab19af0090a92efa2de2d40d4ad8c3a0832ea
183
182
2016-07-01T02:47:11Z
RaxTheGrey
1
wikitext
text/x-wiki
Duration 15, Priest, Touch
Cast upon any tree, the Erik cultist communes directly with the tree’s spirit learning all that the tree has seen, heard or experienced within a number of weeks equal to the spell’s Magnitude. The transference of knowledge is over the Duration of the spell and requires that the caster hug the tree tightly, pressing his head or cheek into the bark hard enough to leave an impression of the tree upon the skin. The knowledge transferred is not expressed as language but as visuals, sounds, sensations and so forth.
[[Category:Spell (RQ)]]
[[Category:Theist Spell (RQ)]]
[[Category:Priest Spell (RQ)]]
085caaed1dd5cb0ea0ec945fe63ed93d90cfc6f5
Creatures (BRQ)
0
71
184
2016-07-01T20:30:00Z
RaxTheGrey
1
Created page with "= Monsters = * = Animals = * [[Wolf]]"
wikitext
text/x-wiki
= Monsters =
*
= Animals =
* [[Wolf]]
015ac041840e3a8c4b97ba7cbd7db067b0ba10ba
188
184
2016-07-01T21:13:43Z
RaxTheGrey
1
wikitext
text/x-wiki
= Monsters =
*
= Animals =
* [[Subterranean Lizard]]
* [[Varsk]]
* [[Wolf (RQ)|Wolf]]
= [[awnshegh|Awnsheghlien]] =
* [[Ghuralli]]
* [[The Linnorm]]
* [[The Succubus]]
* [[White Witch]]
= [[ehrshegh|Ehrsheghlien]] =
* [[The Phoenix]]
= Races =
* [[Orog (RQ)|Orog]]
* [[Goblin (RQ)|Goblin]]
* [[Ogre (RQ)|Ogre]]
* [[Hill Giant (RQ)|Hill Giant]]
* [[Stone Giant (RQ)|Stone Giant]]
f5965d44af278446234cc75655146d39a42fa9de
Wolf (RQ)
0
73
187
2016-07-01T21:11:46Z
RaxTheGrey
1
Created page with "Oldest of the canine species and feared pack-hunters, wolves are native to temperate and subarctic climates, preferring forests, hills and moorland. A pack consists of between..."
wikitext
text/x-wiki
Oldest of the canine species and feared pack-hunters, wolves are native to temperate and subarctic climates, preferring forests, hills and moorland. A pack consists of between 12 and 30 wolves led by an alpha male – usually the strongest of the pack but often the oldest. The pack hierarchy is incredibly strong; most individual wolves are subservient to the alpha male and challengers to the position are set-upon by the others. Any male that beats the alpha generally assumes the alpha male position and may drive out the loser (if death does not result) or the loser may assume a life of subservience to the new leader, thereby retaining a place in the community.
Wolves are most active at night but can be roused to activity during the day. Hunting expeditions are highly co-ordinated affairs. A pack chooses and stalks its prey carefully and attacks, when they happen, consist of successive waves of between three and six animals aiming to incapacitate the prey before tearing out the throat or cutting off air at the windpipe. The alpha male feeds first, followed by the remainder of the pack in an established order. The youngest members of a pack may have to make do with scraps.
In combat wolves rely on their powerful bite rather than their claws. Once a bite takes hold the wolf locks its jaws and continues to exert pressure through the canines and by vigorously shaking the head, deepening and lengthening the bites. Wolves therefore tend to choose the [[Grip]] and [[Choose Location]] Special Effects (always aiming for an exposed area). A Gripped victim sustains biting damage throughout the duration of the grip as the wolf worries at the wound.
If the alpha male is forced to flee then the pack follows suit, although braver individuals may attempt to gain status by remaining to fight.
Dire wolves are much larger specimens; double STR and SIZ.
{| class="wikitable"
! Characteristics (Average)
! Attributes
!
! 1d20
! Location
! AP/HP
|-
| STR: 1d3+6 (8)
| Action Points
| 2
| 1-2
| Right Hind Leg
| 1/4
|-
| CON: 3d6 (11)
| Damage Modifier
| -1d2
| 3-4
| Left Hind Leg
| 1/4
|-
| SIZ: 1d3+6 (8)
| Magic Points
| 7
| 5-7
| Hindquarters
| 1/5
|-
| DEX: 3d6 (11)
| Movement
| 8m
| 8-10
| Forequarters
| 1/6
|-
| INS: 2d6+6 (13)
| Strike Rank
| 12
| 11-13
| Right Front Leg
| 1/4
|-
| POW: 2d6 (7)
| Armor
| Fur
| 14-16
| Left Front Leg
| 1/4
|-
|
| Abilities
| Night Sight
| 17-20
| Head
| 1/4
|-
|
| Magic
| None
|
|
|
|-
| colspan="6" | Skills: [[Athletics (RQ)|Athletics]] 59%, [[Brawn (RQ)|Brawn]] 36%, [[Endurance (RQ)|Endurance]] 62%, [[Evade (RQ)|Evade]] 52%, [[Perception (RQ)|Perception]] 60%, [[Track (RQ)|Track]] 64%, [[Willpower (RQ)|Willpower]] 44%
|-
| colspan="6" | Combat Style: Pack Savage (Bite) 59%
|-
| Weapons
| Size/Force
| Reach
| Damage
| AP/HP
|
|-
| Bite
| S
| T
| 1d4-1d2
| As for Head
|
|}
[[Category:Creature (RQ)]]
[[Category:Animal (RQ)]]
844433cc3b214a2b8c382ac4c77ea792bb7b0ff0
The Linnorm
0
74
189
2016-07-01T21:14:19Z
RaxTheGrey
1
Created page with "The Linnorm is an [[awnshegh]] from the [[Rjurik]] lands. He appears as a long, serpentine lizard and is known to horde treasure and knowledge."
wikitext
text/x-wiki
The Linnorm is an [[awnshegh]] from the [[Rjurik]] lands. He appears as a long, serpentine lizard and is known to horde treasure and knowledge.
a35a3c0ffa97f966c562e83b8e5221e3d1585333
Varsk
0
75
190
2016-07-01T21:50:38Z
RaxTheGrey
1
Created page with " {| class="wikitable" ! Characteristics (Average) ! Attributes ! ! 1d20 ! Location ! AP/HP |- | STR: 2d6+12 (19) | Action Points | 3 | 1-2 | Right Hind Leg | 1/7 |-..."
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{| class="wikitable"
! Characteristics (Average)
! Attributes
!
! 1d20
! Location
! AP/HP
|-
| STR: 2d6+12 (19)
| Action Points
| 3
| 1-2
| Right Hind Leg
| 1/7
|-
| CON: 3d6 (11)
| Damage Modifier
| +1d8
| 3-4
| Left Hind Leg
| 1/7
|-
| SIZ: 2d6+15 (22)
| Magic Points
| 7
| 5-7
| Hindquarters
| 1/8
|-
| DEX: 3d6+6 (17)
| Movement
| 8m
| 8-10
| Forequarters
| 1/9
|-
| INS: 2d6+6 (13)
| Strike Rank
| 15
| 11-13
| Right Front Leg
| 1/7
|-
| POW: 2d6 (7)
| Armor
| Mane & Hide
| 14-16
| Left Front Leg
| 1/7
|-
|
| Abilities
| [[Intimidate (RQ)|Intimidate]], [[Night Sight (RQ)|Night Sight]]
| 17-20
| Head
| 3/7
|-
|
| Magic
| None
|
|
|
|-
| colspan="6" | Skills: [[Athletics (RQ)|Athletics]] 66%, [[Brawn (RQ)|Brawn]] 61%, [[Endurance (RQ)|Endurance]] 52%, [[Evade (RQ)|Evade]] 54%, [[Perception (RQ)|Perception]] 50%, [[Willpower (RQ)|Willpower]] 44%
|-
| colspan="6" | Combat Style: Varsk Combat Training (Bite, Claw) 76%
|-
| Weapons
| Size/Force
| Reach
| Damage
| AP/HP
|
|-
| Bite
| L
| S
| 1d8+1d8
| As for Head
|
|-
| Claw
| L
| M
| 1d6+1d8
| As for Claw
|
|}
[[Category:Creature (RQ)]]
[[Category:Animal (RQ)]]
e21941ca74676b67d926e024cacb50ffc3823504
Kriesha
0
76
191
2016-07-03T19:36:38Z
RaxTheGrey
1
Created page with "The Ice Lady, the Winter Witch ''Aliases'': Kriestal (Brechtür), Karesha (Rjurik), Kriesha (Vosgaard) ''Symbol'': White hand Kriesha (KREE-sha) is the goddess of winter -..."
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text/x-wiki
The Ice Lady, the Winter Witch
''Aliases'': Kriestal (Brechtür), Karesha (Rjurik), Kriesha (Vosgaard)
''Symbol'': White hand
Kriesha (KREE-sha) is the goddess of winter - long, bitter, harsh winter - the sort of season in which the cold seeps into the warmest homes and in which the wolf packs sate their terrible hunger on those foolish enough to brave the storms. Prior to her ascension, Kriesha was a high priestess of [[Azrai]]. Kriesha is without mercy; the harsh winters she sends against the [[Vos]] work to strengthen them as a people, for none but the strongest survive. [[Belinik]] teaches the [[Vos]] males to attack their enemies with fire and fury. Kriesha teaches the [[Vos]] women to plot. The Winter Witch shares the patronage of the [[Vos]] people with [[Belinik]]. Although the worship of [[Belinik]] seems to dominate the church of [[Vosgaard]], the [[Vos]] women believe that Kriesha holds the true power. Kriesha's worship extends from [[Vosgaard]] across the breadth of northern [[Cerilia]]; she is known in any land where winters are long and brutal.
Kriesha's clergy are almost exclusively women, often the "wise-women" of their clans. It is difficult to wield power without the support of a clan's circle of wise-women and few dare to cross them, for their revenge is slow, thorough, and nearly always fatal. Priestesses are trained in matters of money and trade from early on in their service, and they manage a clan's wealth and supplies. The wise-women know that wealth has power, and they use their financial power to encourage others to become more pliable to the whims of the church. The church buys information, causes underlings to betray their superiors, and handles matters of external trade. Priestesses also protect their clans from internal enemies by constantly testing the loyalties of members of their tribe. They enforce loyalty, where necessary, through fear tactics. Punishments are especially harsh against women who betray the church. The punishment may not occur for several years, but when it does arrive, it is final.
Midwinter month (Faniele) is the principle holy time of Kriesha's church. In [[Vos]] lands, it is a time of fasting (for game is scarce) followed by a feast at month's end filled with tests of strength, endurance, and loyalty. Priestesses of Kriesha pray for their spells in the pre-dawn hours, when the night is at its peak of cold.
''Dogma'': Kriesha demands complete loyalty. The ties of family and clan are secondary priorities. Be willing to betray anything and anyone you hold dear if necessary. Friendship and love are dangerous luxuries and must be forsaken. Destruction awaits those who lack the discipline to obey. Ensure that the clan remains strong. Be patient and ruthless when dealing with foes. Nurse your hatreds and launch your attack only when you can destroy everything your foe values, for only then can you truly exult in your victory.
''Allies'': [[Belinik]]'s rages draws attention to him and thus allows us a free hand. He is, like all men, a valuable tool. Permit him his vanity, for he serves well, but do not allow him to meddle in women's affairs.
''Foes'': [[Avani]] is our most hated foe, and thus her suffering shall be the greatest on the day of our triumph. Plot carefully against her, for she is observant, and be patient; not even the light of the Sun will stand against winter's breath. [[Cuiraécen]]'s pride is his folly. His love of battle makes him dangerous in open conflict, but his touchy honor and concern with glory make him a predictable foe, easily avoided. [[Haelyn]] teaches that the strong should risk themselves to protect the weak. Fool! Such order is against nature. Unculled, his people degenerate into fools and weaklings. In time his people will be our chattel. [[Laerme]] inspires nothing but sloth. She is a parasite that feeds on the labor of others and provides nothing of true value. Such weakness must be culled.
''Others'': [[Erik]] understands the might of nature and the need for the weak to die so that the strong may continue. Avoid open conflict with him, and plant the seeds of future alliance, for he nearly understands the truth. [[Eloéle]] is young, but can be taught. Her plans are subtle, but without purpose; she has no true steel. In time she will put away her children's dolls and take up the tasks of a woman; then she will be a worthy ally. [[Sera]] is selfish, fat, and weak. She seeks only wealth and decadence. When winter comes, she will be among the first to starve. [[Nesirie]] is weak-willed, hiding behind her son and husband and letting them do as they please. She serves us by weakening our foes with her timid babbling. [[Ruornil]] is a traitor to our people, clinging to the tricks of [[Vorynn]] rather than the truths that [[Azrai]] taught us. His punishment will come.
==Cults of Kriesha==
* [[Great White Church of Karasha]]
[[Category:Deity (RQ)]]
3bae07b20d7a3a2846e977aa7ba5d28ece32ed49
195
191
2016-07-03T22:52:03Z
RaxTheGrey
1
/* Cults of Kriesha */
wikitext
text/x-wiki
The Ice Lady, the Winter Witch
''Aliases'': Kriestal (Brechtür), Karesha (Rjurik), Kriesha (Vosgaard)
''Symbol'': White hand
Kriesha (KREE-sha) is the goddess of winter - long, bitter, harsh winter - the sort of season in which the cold seeps into the warmest homes and in which the wolf packs sate their terrible hunger on those foolish enough to brave the storms. Prior to her ascension, Kriesha was a high priestess of [[Azrai]]. Kriesha is without mercy; the harsh winters she sends against the [[Vos]] work to strengthen them as a people, for none but the strongest survive. [[Belinik]] teaches the [[Vos]] males to attack their enemies with fire and fury. Kriesha teaches the [[Vos]] women to plot. The Winter Witch shares the patronage of the [[Vos]] people with [[Belinik]]. Although the worship of [[Belinik]] seems to dominate the church of [[Vosgaard]], the [[Vos]] women believe that Kriesha holds the true power. Kriesha's worship extends from [[Vosgaard]] across the breadth of northern [[Cerilia]]; she is known in any land where winters are long and brutal.
Kriesha's clergy are almost exclusively women, often the "wise-women" of their clans. It is difficult to wield power without the support of a clan's circle of wise-women and few dare to cross them, for their revenge is slow, thorough, and nearly always fatal. Priestesses are trained in matters of money and trade from early on in their service, and they manage a clan's wealth and supplies. The wise-women know that wealth has power, and they use their financial power to encourage others to become more pliable to the whims of the church. The church buys information, causes underlings to betray their superiors, and handles matters of external trade. Priestesses also protect their clans from internal enemies by constantly testing the loyalties of members of their tribe. They enforce loyalty, where necessary, through fear tactics. Punishments are especially harsh against women who betray the church. The punishment may not occur for several years, but when it does arrive, it is final.
Midwinter month (Faniele) is the principle holy time of Kriesha's church. In [[Vos]] lands, it is a time of fasting (for game is scarce) followed by a feast at month's end filled with tests of strength, endurance, and loyalty. Priestesses of Kriesha pray for their spells in the pre-dawn hours, when the night is at its peak of cold.
''Dogma'': Kriesha demands complete loyalty. The ties of family and clan are secondary priorities. Be willing to betray anything and anyone you hold dear if necessary. Friendship and love are dangerous luxuries and must be forsaken. Destruction awaits those who lack the discipline to obey. Ensure that the clan remains strong. Be patient and ruthless when dealing with foes. Nurse your hatreds and launch your attack only when you can destroy everything your foe values, for only then can you truly exult in your victory.
''Allies'': [[Belinik]]'s rages draws attention to him and thus allows us a free hand. He is, like all men, a valuable tool. Permit him his vanity, for he serves well, but do not allow him to meddle in women's affairs.
''Foes'': [[Avani]] is our most hated foe, and thus her suffering shall be the greatest on the day of our triumph. Plot carefully against her, for she is observant, and be patient; not even the light of the Sun will stand against winter's breath. [[Cuiraécen]]'s pride is his folly. His love of battle makes him dangerous in open conflict, but his touchy honor and concern with glory make him a predictable foe, easily avoided. [[Haelyn]] teaches that the strong should risk themselves to protect the weak. Fool! Such order is against nature. Unculled, his people degenerate into fools and weaklings. In time his people will be our chattel. [[Laerme]] inspires nothing but sloth. She is a parasite that feeds on the labor of others and provides nothing of true value. Such weakness must be culled.
''Others'': [[Erik]] understands the might of nature and the need for the weak to die so that the strong may continue. Avoid open conflict with him, and plant the seeds of future alliance, for he nearly understands the truth. [[Eloéle]] is young, but can be taught. Her plans are subtle, but without purpose; she has no true steel. In time she will put away her children's dolls and take up the tasks of a woman; then she will be a worthy ally. [[Sera]] is selfish, fat, and weak. She seeks only wealth and decadence. When winter comes, she will be among the first to starve. [[Nesirie]] is weak-willed, hiding behind her son and husband and letting them do as they please. She serves us by weakening our foes with her timid babbling. [[Ruornil]] is a traitor to our people, clinging to the tricks of [[Vorynn]] rather than the truths that [[Azrai]] taught us. His punishment will come.
==Cults of Kriesha==
* [[Great White Church of Karasha]]
* [[Temple of Might]]
[[Category:Deity (RQ)]]
bfaa2bc623ca403c099963c48bf38d92900f5c6f
Great White Church of Karasha
0
77
193
2016-07-03T22:43:57Z
RaxTheGrey
1
Created page with "==Runes== Darkness, Beast, Death ==Mythos and History== The Church is the product of the [[White Witch]] and is wholly under her control. ==Nature== The Great White Church i..."
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text/x-wiki
==Runes==
Darkness, Beast, Death
==Mythos and History==
The Church is the product of the [[White Witch]] and is wholly under her control.
==Nature==
The Great White Church is financially supported by the White Witch and its members know well that wealth is a swift path to power. They are aware of the measures other people will take in order to gain wealth; these "others" become more pliable to the whims of the church. A few coins spread judiciously can buy the loyalty of many such friends, a few sacks of grain and a haunch of deer can buy even more from a starving village - to know another's need and have the means to service it is to hold power over them.
The church, as a White Witch's political instrument, buys information, causes underlings to betray their superiors (the Witch prefers subversion to destruction and many organisations opposed to the Witch serve her will due to the actions of a few key underlings - who may themselves think that they oppose her) and trades a lot.
Unlike other churches where labour is often seen as holy in itself, the Great White church squanders no resource and ensures that every action profits the church, every monastery and nunnery raises goats, sheep, brews, or finds some other productive use for its inhabitants, every church is the center of its village ensuring the market runs, supporting craftsmen, providing capital for businesses (at very reasonable rates - many who would not approve of the churches philosophy find themselves beholden to the church when others refuse to aid them during some hour of need).
The Church should not however be misunderstood, it tolerates no great flaunting of wealth and has no place for greed for its own sake. The church ruthlessly drives out weakness because in the chill north weakness undermines the whole and risks the loss of all - village, city, even realm. The church uses every resource - even those it does not fully trust because it cannot afford to live without risk, there is too little wealth for opportunities to be passed up.
Some common church sayings:
* a few luxuries make life taste sweeter but too rich a diet leads to sloth, then ruin.
* one must feed.
* to scorn meat for fear of poison is to starve, those who dare not live, still die.
* the hungry wolf catches the fat merchant before the whipped servant.
* the subtle knife strikes more surely than the open axe.
==Organization==
The [[White Witch]] heads the Church and has a network of underlings who enact her will. Most provinces have at least one priestess to tend to matters and more urban ones have a priestess per village.
==Membership==
The Church is the only religious organization of any consequence in the [[Realm of the White Witch]]. Its influence is slowly expanding out from there, most notably to the [[Giantdowns]] with the recent invasion of the province of [[Bjorlangen]].
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Priestess
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Priestess
|Be a Priestess for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|The [[White Witch]]
|Be the [[White Witch]]
|Gain the ring [[Wintering]] and the [[Ring of Beauty]]
|}
==Restrictions==
* Never waste resources, always make maximum use of anything you have
* Never coddle anyone, only the strong survive
* Never engage in open combat if it can be avoided; retreat, bide your time, strike when your foe is distracted
==Skills==
[[Commerce (RQ)|Commerce]], [[Deceit (RQ)|Deceit]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Influence (RQ)|Influence]], [[Survival (RQ)|Survival]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Backlash (RQ)|Backlash]], [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Perseverance (RQ)|Perseverance]], [[Snow (RQ)|Snow]], [[Soul Sight (RQ)|Soul Sight]]
Priestess: [[Beast Form (RQ)|Beast Form]], [[Blast Earth (RQ)|Blast Earth]], [[Call Winds (RQ)|Call Winds]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Corruption (RQ)|Corruption]], [[Raise Undead (RQ)|Raise Undead]]
High Priestess: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Fidelity (RQ)|Fidelity]]
==Gifts==
Those who reach Priestess rank are gifted with [[Insightful (RQ)|Insightful]].
==Allies and Enemies==
Hypothetically, cults of [[Belinik]] are allied with the Great White Church, but his cult's power is low among the [[Rjurik]] people so this has little practical effect.
The various cults of [[Avani]] and [[Ruornil]] are the prime enemies. Due to close proximity and competition for resources cults of [[Erik]] often come into conflict with the Great White Church.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Kriesha Cult (RQ)]]
1a1351361a1a478578a724b7feb3c1bef0228be0
Temple of Might
0
78
196
2016-07-03T23:17:50Z
RaxTheGrey
1
Created page with "==Runes== Darkness, Fire, Death ==Mythos and History== The Temple of Might is a traditional [[Vos]] religious organization in that it venerates both [[Belinik]] and Kriesha..."
wikitext
text/x-wiki
==Runes==
Darkness, Fire, Death
==Mythos and History==
The Temple of Might is a traditional [[Vos]] religious organization in that it venerates both [[Belinik]] and [[Kriesha]].
==Nature==
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Priest/Priestess
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|Kration
|Be a Priest/Priestess for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Pankration
|
|
|}
==Restrictions==
* Never waste resources, always make maximum use of anything you have
* Never coddle anyone, only the strong survive
* Never engage in open combat if it can be avoided; retreat, bide your time, strike when your foe is distracted
==Skills==
[[Commerce (RQ)|Commerce]], [[Deceit (RQ)|Deceit]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Influence (RQ)|Influence]], [[Survival (RQ)|Survival]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Backlash (RQ)|Backlash]], [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Perseverance (RQ)|Perseverance]], [[Snow (RQ)|Snow]], [[Soul Sight (RQ)|Soul Sight]]
Priestess: [[Beast Form (RQ)|Beast Form]], [[Blast Earth (RQ)|Blast Earth]], [[Call Winds (RQ)|Call Winds]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Corruption (RQ)|Corruption]], [[Raise Undead (RQ)|Raise Undead]]
High Priestess: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Fidelity (RQ)|Fidelity]]
==Gifts==
Those who reach Priestess rank are gifted with [[Insightful (RQ)|Insightful]].
==Allies and Enemies==
Hypothetically, cults of [[Belinik]] are allied with the Great White Church, but his cult's power is low among the [[Rjurik]] people so this has little practical effect.
The various cults of [[Avani]] and [[Ruornil]] are the prime enemies. Due to close proximity and competition for resources cults of [[Erik]] often come into conflict with the Great White Church.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Belinik Cult (RQ)]]
[[Category:Kriesha Cult (RQ)]]
2ab8e53cbc61106a65c339cb3a5d382655510a34
201
196
2016-07-05T01:16:46Z
RaxTheGrey
1
/* Allies and Enemies */
wikitext
text/x-wiki
==Runes==
Darkness, Fire, Death
==Mythos and History==
The Temple of Might is a traditional [[Vos]] religious organization in that it venerates both [[Belinik]] and [[Kriesha]].
==Nature==
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Priest/Priestess
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|Kration
|Be a Priest/Priestess for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Pankration
|
|
|}
==Restrictions==
* Never waste resources, always make maximum use of anything you have
* Never coddle anyone, only the strong survive
* Never engage in open combat if it can be avoided; retreat, bide your time, strike when your foe is distracted
==Skills==
[[Commerce (RQ)|Commerce]], [[Deceit (RQ)|Deceit]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Influence (RQ)|Influence]], [[Survival (RQ)|Survival]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Backlash (RQ)|Backlash]], [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Perseverance (RQ)|Perseverance]], [[Snow (RQ)|Snow]], [[Soul Sight (RQ)|Soul Sight]]
Priestess: [[Beast Form (RQ)|Beast Form]], [[Blast Earth (RQ)|Blast Earth]], [[Call Winds (RQ)|Call Winds]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Corruption (RQ)|Corruption]], [[Raise Undead (RQ)|Raise Undead]]
High Priestess: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Fidelity (RQ)|Fidelity]]
==Gifts==
Those who reach Priestess rank are gifted with [[Insightful (RQ)|Insightful]].
==Allies and Enemies==
Hypothetically, other cults of [[Belinik]] and [[Kriesha]] are allies, but they are also often in competition.
The various cults of [[Avani]], [[Erik]] and [[Ruornil]] are the prime enemies.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Belinik Cult (RQ)]]
[[Category:Kriesha Cult (RQ)]]
2d7cf019340c4fef3ff92a28bac7305aeda0b66b
Belinik
0
79
197
2016-07-03T23:23:19Z
RaxTheGrey
1
Created page with "Prince of Terror, Lord of Strife ''Aliases'': Belinik (Anuire, Khinasi, Rjurik, Vosgaard), Alenecht (Brechtür) ''Symbol'': Crossed axes Belinik (bell-in-ICK) is the god o..."
wikitext
text/x-wiki
Prince of Terror, Lord of Strife
''Aliases'': Belinik (Anuire, Khinasi, Rjurik, Vosgaard), Alenecht (Brechtür)
''Symbol'': Crossed axes
Belinik (bell-in-ICK) is the god of war, strife, competition and hatred. Prior to ascension, he was the most powerful of the Vos war chiefs that followed Azrai's banner. He now claims the title of patron god of the Vos and inspires Vos warriors to be savage in their attacks, merciless in their conquests, and fearless in their defeats. Contention is his companion, for in contention the weak are slain and the strong rewarded. Belinik is believed to destroy the herds of any Vos tribe that grows too soft, leaving them with no choice but to raid their enemies in order to survive. Belinik is a dark god, and fosters unceasing contention through hate, anger, and jealously among his faithful.
Belinik's clerics are predominately male and claim spiritual sovereignty over all Vos. In addition to the Vos, Belinik's worshippers include any willing to use murder, torture, and other horrid deeds as a means to an end: the control of others through strength and fear. Belinik's church has unquestioned power among the Vos. His priests do not work alongside others in their community to help it prosper; they plan attacks on their neighbors to take what they have, raiding for slaves, livestock, and booty. Belinik's clergy foment dissention among warriors of Vos tribes, for such conflict inevitably leads to violence and guarantees that the strongest rules. Priests of Belinik test their battle skills constantly, usually against far inferior opponents, and almost always to the death. In order to advance in the church hierarchy, a priest of Belinik need simply arrange the death of his superior and claim his rank; priests that are not feared by their subordinates are soon pulled down.
The hour of dawn is holy to Belinik, for it is at dawn that most battles take place. On the Eve of the Dead, the temples of Belinik enact dark ceremonies designed to bring them to states of psychological madness. The most important ceremonies are those performed to bring the favor of Belinik in battle. Immediately prior to battle, priests of Belinik will ritually slay a kidnapped enemy warrior by cutting out his heart and devouring it. If such a victim is unavailable, the priest will attempt to cut out the heart of the first foe that they face. This ritual is considered to be one of the most sacred to Belinik, and among some tribes each warrior will attempt to do this, regardless of the personal danger. Belinik's clergy commonly multiclass as fighters.
''Dogma'': Terror is power. Power is for the strong. The weak hide behind paper agreements, seeking compromise over victory. The strong dictate everything and compromise nothing. Destroy or be destroyed; win or die; conquer or perish. Trust no one. Loyalty cannot be earned; it can only be coerced through fear. Answer every insult with blood; when you lose face, you lose power. Any who oppose you must be utterly destroyed; with each demonstration of your mastery you bind more tightly those beneath you.
''Allies'': Only Kriesha has the strength to stand behind us. Her followers are strong and thus must be shown often that our strength is far greater. Do not trust her, but use her to your advantage, for she makes a fine servant.
''Foes'': Belinik is the strongest of the gods, and all will eventual kneel to his axe. Avani wastes time gathering useless facts. In the end, her knowledge will work to whatever ends the strong deem wise. Erik preaches foolishness. The land must be mastered like any foe. The strong may take what they wish and the weak must suffice with the remains. Such is the true law of nature. Haelyn is a fool whose laws exist only to put weaklings over better men. His "Book of Laws" are an attempt to subvert the natural order. Defeat and humiliate his followers at every opportunity and bring the strongest of them to heel beneath our banners. Cuiraécen refuses his rightful place at the Lord of Strife's side. Haelyn has tainted his strength. Glory is for the strong, and only for the strong. We shall show him our truth and bind him to our service. Laerme is less than nothing - a possession to be mastered and conquered. She saps the meager strength of the weak with feeble passions and turns them into her slaves. The ability to hold a human life in one's hands and snuff it out with but a word is beyond any passion of which she can even conceive. The strong can sate their loins where they will. Her minions should be taken to serve our pleasure. Ruornil hides in the darkness. He lacks the courage to do aught but horde secrets and tricks. Tricks cannot stand before the power of the torch and axe. Burn out his servants where you find them, and their tricks will avail them not.
''Others'': Nesirie is a feeble old woman. As her husband and son seek to protect her, to strike at her is to strike at all three. Her worshippers are the most useless wretches, and fit only to be sacrifices upon my altars. Sera bewitches the minds of the strong with temptations of gold. Do not be fooled by her charms. True strength comes from will and courage to take what you covet, not from coins. Eloéle skulks in the shadows, hoping to accomplish there what she lacks the strength to do openly. Shadows offer concealment only until the bright fires of might burn them away.
==Cults of Belinik==
* [[Temple of Might]]
[[Category:Deity (RQ)]]
54b3324226e229175ec90358a7637407354f4931
Oaken Grove of Erik
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Created page with "==Runes== Earth, Plant, Fertility ==Mythos and History== The Oaken Grove is a more liberal cult than the [[The Emerald Spire]] and [[Old Father of the Forests]]. ==Nature==..."
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==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Oaken Grove is a more liberal cult than the [[The Emerald Spire]] and [[Old Father of the Forests]].
==Nature==
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
90d963422a7e84967635d955b1a2d0f5a8b1bf2b
People (BRQ)
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RaxTheGrey
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Created page with "==NPCs== * [[Hogrun Njalsson]] * [[Anneke Sturmdotter]] * [[Halvard Borreson]] * [[Finn Varinsson]] * [[Sturm Gunnarsen]] ==Races== * [[Humans (RQ)]] * [[Elves (RQ)]] * Dw..."
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==NPCs==
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Halvard Borreson]]
* [[Finn Varinsson]]
* [[Sturm Gunnarsen]]
==Races==
* [[Humans (RQ)]]
* [[Elves (RQ)]]
* [[Dwarves (RQ)]]
* [[Halflings (RQ)]]
* [[Orogs (RQ)]]
09f3893ed21e49517883c7a612a3c072142cb18d
Halvard Borreson
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Created page with "Halvard is a merchant from Dhosone. He has led a small caravan into the Giantdowns with the group and was attacked just before leaving Bjorlangen. He will release the group..."
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Halvard is a merchant from Dhosone. He has led a small caravan into the Giantdowns with the group and was attacked just before leaving Bjorlangen. He will release the group from employment to cut costs, but will continue to be friendly to them if allowed and offer discounts as appropriate.
[[Category:NPC (RQ)]]
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Finn Varinsson
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Created page with "Rival/Lover of [[Luta Grindottir]]. [[Category:NPC (RQ)]]"
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Rival/Lover of [[Luta Grindottir]].
[[Category:NPC (RQ)]]
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/* Races */
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==NPCs==
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Halvard Borreson]]
* [[Finn Varinsson]]
* [[Sturm Gunnarsen]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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/* NPCs */
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==NPCs==
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Halvard Borreson]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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/* NPCs */
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==NPCs==
===Settlers===
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Halvard Borreson]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
===[[The Emerald Spiral]]===
* [[Kalla]]
* [[Huralla]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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/* NPCs */
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==NPCs==
===Settlers===
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
===[[The Emerald Spiral]]===
* [[Kalla]]
* [[Huralla]]
===Others===
* [[Halvard Borreson]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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==NPCs==
===Settlers===
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
===[[The Emerald Spiral]]===
* [[Kalla]]
* [[Huralla]]
===Rjurik Tribes===
* [[Kjarhoelle Tribe]]
===Rjurik Clans===
* [[Bjarnholle Clan]]
===Others===
* [[Halvard Borreson]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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/* Rjurik Tribes */
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==NPCs==
===Settlers===
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
===[[The Emerald Spiral]]===
* [[Kalla]]
* [[Huralla]]
===Rjurik Tribes===
* [[Kjarhoelle Tribe]]
* [[Jötnarskegg Tribe]]
===Rjurik Clans===
* [[Bjarnholle Clan]]
===Others===
* [[Halvard Borreson]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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/* Rjurik Clans */
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==NPCs==
===Settlers===
* [[Hogrun Njalsson]]
* [[Anneke Sturmdotter]]
* [[Finn Varinsson]]
* [[Gunnar Gunnarsen]]
* [[Sturm Gunnarsen]]
* [[Sigurd Gunnarsen]]
===[[The Emerald Spiral]]===
* [[Kalla]]
* [[Huralla]]
===Rjurik Tribes===
* [[Kjarhoelle Tribe]]
* [[Jötnarskegg Tribe]]
===Rjurik Clans===
* [[Thorsen Clan]]
* [[Vossic Clan]]
* [[Torele Clan]]
===Others===
* [[Halvard Borreson]]
==Races==
* [[Humans (RQ)|Humans]]
* [[Elves (RQ)|Elves]]
* [[Dwarves (RQ)|Dwarves]]
* [[Halflings (RQ)|Halflings]]
* [[Orogs (RQ)|Orogs]]
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Magic (BRQ)
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[[Folk Spells (RQ)|Folk Spells]]
[[Sorcery Spells (RQ)|Sorcery Spells]]
[[Theism Spells (RQ)|Theism Spells]]
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[[Folk Spells (RQ)|Folk Spells]]
[[Sorcery Spells (RQ)|Sorcery Spells]]
[[Theism Spells (RQ)|Theism Spells]]
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[[Folk Spells (RQ)|Folk Spells]]
[[Sorcery Spells (RQ)|Sorcery Spells]]
[[Theism Spells (RQ)|Theism Spells]]
[[Magic Items (RQ)|Magic Items]]
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Theism Spells (RQ)
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RaxTheGrey
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Created page with "==Initiate Spells== * [[Blood Bond (RQ)|Blood Bond]] * [[Know Bloodline (RQ)|Know Bloodline]] * [[Moonbeam (RQ)|Moonbeam]] * Discern Elven Influence (RQ)|Discern Elven Influ..."
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==Initiate Spells==
* [[Blood Bond (RQ)|Blood Bond]]
* [[Know Bloodline (RQ)|Know Bloodline]]
* [[Moonbeam (RQ)|Moonbeam]]
* [[Discern Elven Influence (RQ)|Discern Elven Influence]]
* [[Enhance Blood Ability (RQ)|Enhance Blood Ability]]
* [[Circle of Secrets (RQ)|Circle of Secrets]]
* [[Imbue with Blood Ability (RQ)|Imbue with Blood Ability]]
* [[Totem Beast (RQ)|Totem Beast]]
==Acolyte Spells==
* [[Blood Bank (RQ)|Blood Bank]]
* [[Inheritance Assurance (RQ)|Inheritance Assurance]]
* [[Watery Travel (RQ)|Watery Travel]]
* [[Restore Bloodline (RQ)|Restore Bloodline]]
==Priest Spells==
* [[Avatar Form (RQ)|Avatar Form]]
* [[Haelyn's Wisdom (RQ)|Haelyn's Wisdom]]
* [[Erik's Animal Compulsion (RQ)|Erik's Animal Compulsion]]
* [[Warlords of Cuiraécen (RQ)|Warlords of Cuiraécen]]
* [[Ship of Tears (RQ)|Ship of Tears]]
* [[Mebhaighl Touch (RQ)|Mebhaighl Touch]]
* [[Sera's Blessed Luck (RQ)|Sera's Blessed Luck]]
* [[Avani's Resuscitation (RQ)|Avani's Resuscitation]]
* [[Daythief (RQ)|Daythief]]
* [[Laerme's Emissary (RQ)|Laerme's Emissary]]
* [[Kriesha's Cursed Quest (RQ)|Kriesha's Cursed Quest]]
* [[Tattoos of Protection (RQ)|Tattoos of Protection]]
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==Initiate Spells==
* [[Bless Army (RQ)|Bless Army (Realm)]]
* [[Bless Land (RQ)|Bless Land (Realm)]]
* [[Blight (RQ)|Blight (Realm)]]
* [[Blood Bond (RQ)|Blood Bond]]
* [[Circle of Secrets (RQ)|Circle of Secrets]]
* [[Discern Elven Influence (RQ)|Discern Elven Influence]]
* [[Dispel Realm Magic (RQ)|Dispel Realm Magic (Realm)]]
* [[Enhance Blood Ability (RQ)|Enhance Blood Ability]]
* [[Holy War (RQ)|Holy War (Realm)]]
* [[Imbue with Blood Ability (RQ)|Imbue with Blood Ability]]
* [[Investiture (RQ)|Investiture (Realm)]]
* [[Know Bloodline (RQ)|Know Bloodline]]
* [[Magical Tithe (RQ)|Magical Tithe (Realm)]]
* [[Maintain Armies (RQ)|Maintain Armies (Realm)]]
* [[Moonbeam (RQ)|Moonbeam]]
* [[Population Growth (RQ)|Population Growth (Realm)]]
* [[Protection from Realm Magic (RQ)|Protection from Realm Magic (Realm)]]
* [[Totem Beast (RQ)|Totem Beast]]
* [[True Believer (RQ)|True Believer (Realm)]]
* [[Ward Realm (RQ)|Ward Realm (Realm)]]
==Acolyte Spells==
* [[Bless Holding (RQ)|Bless Holding (Realm)]]
* [[Blood Bank (RQ)|Blood Bank]]
* [[Conversion (RQ)|Conversion (Realm)]]
* [[Erik's Mighty Forests (RQ)|Erik's Mighty Forests (Realm)]]
* [[Honest Dealings (RQ)|Honest Dealings (Realm)]]
* [[Inheritance Assurance (RQ)|Inheritance Assurance]]
* [[Legion of Dead (RQ)|Legion of Dead (Realm)]]
* [[Restore Bloodline (RQ)|Restore Bloodline]]
* [[Watery Travel (RQ)|Watery Travel]]
==Priest Spells==
* [[Avatar Form (RQ)|Avatar Form]]
* [[Avani's Resuscitation (RQ)|Avani's Resuscitation]]
* [[Consecrate Relic (RQ)|Consecrate Relic (Realm)]]
* [[Daythief (RQ)|Daythief]]
* [[Erik's Animal Compulsion (RQ)|Erik's Animal Compulsion]]
* [[Haelyn's Wisdom (RQ)|Haelyn's Wisdom]]
* [[Kriesha's Cursed Quest (RQ)|Kriesha's Cursed Quest]]
* [[Laerme's Emissary (RQ)|Laerme's Emissary]]
* [[Mebhaighl Touch (RQ)|Mebhaighl Touch]]
* [[One True Faith (RQ)|One True Faith (Realm)]]
* [[Sera's Blessed Luck (RQ)|Sera's Blessed Luck]]
* [[Ship of Tears (RQ)|Ship of Tears]]
* [[Tattoos of Protection (RQ)|Tattoos of Protection]]
* [[Warlords of Cuiraécen (RQ)|Warlords of Cuiraécen]]
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Erik
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''Allies'': Our wife, [[Avani]], is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. [[Ruornil]] seeks to protect the mysteries of nature from the misuse of the unwise. [[Avani]] is the sun, and [[Ruornil]] the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
''Foes'': [[Belinik]] teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the [[Rjurik]] people; their waste knows no limit and they are a blight that must be driven from our lands.
''Others'': Our daughter, [[Laerme]], is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. [[Cuiraécen]] is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. [[Eloéle]] can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. [[Haelyn]] believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. [[Nesirie]] mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. [[Kriesha]], like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, [[Sera]] sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
=Myths=
=Cults of Erik=
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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/* Myths */
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''Allies'': Our wife, [[Avani]], is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. [[Ruornil]] seeks to protect the mysteries of nature from the misuse of the unwise. [[Avani]] is the sun, and [[Ruornil]] the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
''Foes'': [[Belinik]] teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the [[Rjurik]] people; their waste knows no limit and they are a blight that must be driven from our lands.
''Others'': Our daughter, [[Laerme]], is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. [[Cuiraécen]] is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. [[Eloéle]] can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. [[Haelyn]] believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. [[Nesirie]] mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. [[Kriesha]], like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, [[Sera]] sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
=Myths=
* Battle of Diesmar (Resonance 90%)
** Behaviours: Bravery is necessary, Cooperation eases the burden, Sacrifice bears rewards
** Rewards: [[Eternal Life (RQ)]], [[Heroic Aura (RQ)]], [[Wellspring (RQ)]]
=Cults of Erik=
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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''Allies'': Our wife, [[Avani]], is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. [[Ruornil]] seeks to protect the mysteries of nature from the misuse of the unwise. [[Avani]] is the sun, and [[Ruornil]] the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
''Foes'': [[Belinik]] teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the [[Rjurik]] people; their waste knows no limit and they are a blight that must be driven from our lands.
''Others'': Our daughter, [[Laerme]], is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. [[Cuiraécen]] is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. [[Eloéle]] can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. [[Haelyn]] believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. [[Nesirie]] mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. [[Kriesha]], like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, [[Sera]] sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
=Myths=
* Battle of Diesmar (Resonance 90%)
** Behaviours: Bravery is necessary, Cooperation eases the burden, Sacrifice bears rewards
** Rewards: [[Eternal Life (RQ)|Eternal Life]], [[Heroic Aura (RQ)|Heroic Aura]], [[Wellspring (RQ)|Wellspring]]
=Cults of Erik=
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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''Allies'': Our wife, [[Avani]], is wise enough to value the continuing bounty of nature. Although she values nature only for the benefit it brings mankind rather than also for itself alone, she can be counted on to act wisely. [[Ruornil]] seeks to protect the mysteries of nature from the misuse of the unwise. [[Avani]] is the sun, and [[Ruornil]] the moon, together they bring light and life to the world. When darkness threatens, they are the first to join battle. When they require our aid, give freely.
''Foes'': [[Belinik]] teaches his followers to take what they want without concern for others or the future. He is a raging forest fire that consumes all. His rage must be extinguished, his hunger quenched, lest all be forever consumed. Likewise, the gods of the goblins, gnolls, orogs, and other humanoids have ever been the enemies of the [[Rjurik]] people; their waste knows no limit and they are a blight that must be driven from our lands.
''Others'': Our daughter, [[Laerme]], is the bright-winged songbird who brings peace and beauty. Enjoy the songbird, but do not become complacent in its song. Winter always comes. [[Cuiraécen]] is a brash young hunter, over-eager to impress others with his skills. With patience, he must be brought to understand that the hunter must protect and provide for his people, not battle for individual glory. [[Eloéle]] can only delude those who wish to be deluded. Ignore her and avoid her games. Nature is deaf to her plotting. [[Haelyn]] believes that the works of man are fundamentally more valuable than the works of nature. In ignorance, he causes untold harm. He acts not out of hatred, however, and must be gently reminded that the order of nature is as essential as the order of man. [[Nesirie]] mourns the loss of her people. She must be reminded that death is a necessary part of the cycle of life. Be wary of her, for those that have known great loss may lose sight for the need of a continuing future. [[Kriesha]], like nature, is utterly without mercy. The weak fall to her touch, and the next generation is strengthened. Nature, however, balances harshness with times of plenty. In her unrelenting harshness, she has become twisted in spirit, hating all that do not suffer as she does. Avoid her when possible. In the bounty of nature, [[Sera]] sees only profit. Shortsighted, she may fail to consider the future. If constantly reminded that her future profit depends upon wisdom in the present, she can be taught wisdom of a sort.
=Myths=
* Battle of Diesmar (Resonance 90%)
** Behaviours: Bravery is necessary, Cooperation eases the burden, Sacrifice bears rewards
** Rewards: [[Eternal Life (RQ)|Eternal Life]], [[Heroic Aura (RQ)|Heroic Aura]], [[Wellspring (RQ)|Wellspring]]
=Holy Sites=
* [[The Small Spiral]]
=Cults of Erik=
* [[The Emerald Spiral]]
* [[Oaken Grove of Erik]]
* [[Old Father of the Forests]]
[[Category:Deity (RQ)]]
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Heroic Aura (RQ)
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''Requirements'': CHA 15 or higher, Influence skill at 90% or higher
''Duration'': One melee round
Your presence is not only heartening to your comrades, you are also a shining example to others. You may take a Combat Action to bolster all allies within your CHA in metres with your presence, either gaining your CHA as a bonus to any [[Endurance (RQ)|Endurance]] or [[Willpower (RQ)|Willpower]] tests they are called upon to make, or as a bonus to all combat styles for the remainder of the Combat Round.
[[Category: Gift (RQ)]]
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''Requirements'': CHA 15 or higher, Influence skill at 90% or higher
''Hero Points'': 12
''Duration'': One melee round
Your presence is not only heartening to your comrades, you are also a shining example to others. You may take a Combat Action to bolster all allies within your CHA in metres with your presence, either gaining your CHA as a bonus to any [[Endurance (RQ)|Endurance]] or [[Willpower (RQ)|Willpower]] tests they are called upon to make, or as a bonus to all combat styles for the remainder of the Combat Round.
[[Category: Cult Gift (RQ)]]
[[Category: Heroic Ability (RQ)]]
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''Requirements'': CHA 15 or higher, Influence skill at 90% or higher
''Hero Points'': 12
''Duration'': One melee round
Your presence is not only heartening to your comrades, you are also a shining example to others. You may take a Combat Action to bolster all allies within your CHA in metres with your presence, either gaining your CHA as a bonus to any [[Endurance (RQ)|Endurance]] or [[Willpower (RQ)|Willpower]] tests they are called upon to make, or as a bonus to all combat styles for the remainder of the Combat Round.
[[Category: Heroic Ability (RQ)]]
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Eternal Life (RQ)
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The recipient will not die of natural causes during the lifetime of the gift, although they are still vulnerable to death through violence.
[[Category: Cult Gift (RQ)]]
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Wellspring (RQ)
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Magic Points are regenerated at twice the usual rate.
[[Category: Cult Gift (RQ)]]
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Halflings (RQ)
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Created page with " Halflings automatically gain the [[Witchsight (RQ)|Witchsight]] skill at base for free. [[Catagory: Race (RQ)]]"
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Halflings automatically gain the [[Witchsight (RQ)|Witchsight]] skill at base for free.
[[Catagory: Race (RQ)]]
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Halflings automatically gain the [[Witchsight (RQ)|Witchsight]] skill at base for free.
[[Category: Race (RQ)]]
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Halflings automatically gain the [[Witchsight (RQ)|Witchsight]] skill at base for free.
''Shadow Sense'': Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.
''Shadow Walk'':
[[Category: Race (RQ)]]
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''Shadow Sense'': Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.
''Shadow Walk'':
[[Category: Race (RQ)]]
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'''Shadow Sense''': ''(POW*5)'' Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.
'''Shadow Walk''': ''(POW*5)'' Halflings may also note places where the barriers between worlds are thin, and they may use their innate powers to move between them. Both of these effects require an ability roll and MP expenditure. The difficulty and MP cost will vary depending on the strength of the veil in the area.
[[Category: Race (RQ)]]
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{| class="wikitable"
! Characteristics (Average)
! Attributes
!
! 1d20
! Location
! AP/HP
|-
| STR: 2d6 (7)
| Action Points
| 3
| 1-3
| Right Leg
| 0/4
|-
| CON: 3d6 (11)
| Damage Modifier
| -1d4
| 4-6
| Left Leg
| 0/4
|-
| SIZ: 1d4+2 (4)
| Magic Points
| 11
| 7-9
| Abdomen
| 0/5
|-
| DEX: 3d6+3 (14)
| Movement
| 4m
| 10-12
| Chest
| 0/6
|-
| INT: 2d6+6 (13)
| Strike Rank
| 14
| 13-15
| Right Arm
| 0/3
|-
| POW: 3d6 (11)
| Armor
| None
| 16-18
| Left Arm
| 0/3
|-
| CHA: 3d6 (11)
| Abilities
| Shadow Sense 55%, Shadow Walk 55%
| 19-20
| Head
| 0/4
|-
|
| Magic
| None
|
|
|
|-
| colspan="6" | Skills: [[Athletics (RQ)|Athletics]] 41%, [[Brawn (RQ)|Brawn]] 35%, [[Craft (RQ)|Craft]] (Any) 57%, [[Customs (RQ)|Customs]] 66%, [[Deceit (RQ)|Deceit]] 46%, [[Endurance (RQ)|Endurance]] 62%, [[Evade (RQ)|Evade]] 68%, [[Insight (RQ)|Insight]] 54%, [[Locale (RQ)|Locale]] 66%, [[Lore (Agriculture) (RQ)|Lore (Agriculture)]] 56%, [[Perception (RQ)|Perception]] 64%, [[Sleight (RQ)|Sleight]] 55%, [[Stealth (RQ)|Stealth]] 67%, [[Unarmed (RQ)|Unarmed]] 41%, [[Willpower (RQ)|Willpower]] 52%
|-
| colspan="6" | Combat Style: Halfling Constable (Buckler, Shortsword, Sling) 51%
|-
| Weapons
| Size/Force
| Reach/Range
| Damage
| AP/HP
|
|-
| Shortsword (Halfling Sized)
| S
| S
| 1d4+1-1d4
| 6/8
|
|-
| Buckler
| M
| S
| 1d3-1d4
| 6/9
|
|-
| Sling
| L
| 10/150/300
| 1d8-1d4
| 1/2
|
|}
'''Shadow Sense''': ''(POW*5)'' Halflings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Aebrynis and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.
'''Shadow Walk''': ''(POW*5)'' Halflings may also note places where the barriers between worlds are thin, and they may use their innate powers to move between them. Both of these effects require an ability roll and MP expenditure. The difficulty and MP cost will vary depending on the strength of the veil in the area.
[[Category: Race (RQ)]]
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Skills (BRQ)
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=Advanced=
* [[Witchsight (RQ)|Witchsight]]
=Magic=
* [[Lesser Magic (Skill)|Lesser Magic]]
=Weapon Styles=
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
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/* Weapon Styles */
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=Advanced=
* [[Witchsight (RQ)|Witchsight]]
=Magic=
* [[Lesser Magic (Skill)|Lesser Magic]]
=Weapon Styles=
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Priestess of Kriesha Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
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/* Weapon Styles */
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=Advanced=
* [[Witchsight (RQ)|Witchsight]]
=Magic=
* [[Lesser Magic (Skill)|Lesser Magic]]
=Weapon Styles=
* [[Dwarven Warrior Style]]
* [[Dwarven Tunnel Fighter Style]]
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Priestess of Kriesha Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
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Religions (BRQ)
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/* Non-human and other deities */
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Each of the new gods has one or more cults devoted to it, usually separated by culture.
==Human deities==
* [[Avani]]
* [[Erik]]
* [[Haelyn]]
* [[Belinik]]
* [[Nesirie]]
* [[Sera]]
* [[Cuiraécen]]
* [[Eloéle]]
* [[Kriesha]]
* [[Laerme]]
* [[Ruornil]]
==Non-human and other deities==
* [[Cold Rider]]
* [[Kartathok]]
* [[Moradin]]
* [[Torazan]]
* [[The Bloody Shadow]]
==Halfling spirituality==
Refuges from the shadow world, halflings have no specific patron deity. Although capable of deep spirituality, halflings tend towards introspection and are dependent on the moral compass of their community to help guide their actions.
Halflings are welcomed by human churches in their community. Although halflings are not often inducted to the mysteries of the church, most churches do not exclude them from the clergy.
==Sidhelien spirituality==
The elves can call upon the forces inherent in wood and water, field and air, but have never worshiped deities. They are aware that the gods of Deismaar existed and that new gods were created, but they do not pay homage to them. Particularly after their deception and betrayal by [[Azrai]], the elves have been adamant in their refusal to worship human gods. To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within elven realms.
==Celestials, demons, and other powers==
In addition to the major deities, dozens of lesser entities are worshiped by the denizens of Cerilia. It is believed that the homes of the gods are reachable through the spirit world and that it is there that the servants of the gods make their homes. Whether such beings are servants of the gods, manifestations of a people's desire, or monsters preying upon the superstitious is subject to debate. Such servants may be referred to as being celestial in origin; although those horrific or believed to be evil are often referred to as demonic or infernal. For the most part, Cerilia's gods are close to human kind; their imperfections and weaknesses, their attitudes and objectives, are comprehensible to mortals. The same is not necessarily true of celestials and demons. These powers may have alien desires and needs or inflexible lines of action; dealing with them is often perilous. Some celestials/demons have the status of demigods and are capable of granting the ability to cast divine spells. Likewise, True scions that have accepted a [[Bloodform]] are capable of granting the ability to channel divine energy to their worshipers and are considered demigods.
==Standard Theism Spells==
These spells are common to all cults.
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Soul Sight (RQ)|Soul Sight]]
Proven: [[Consecrate (RQ)|Consecrate]]
Overseer: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]]
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The Bloody Shadow
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Created page with "This cult is devoted to Bloody Shadow, a wolf-bagini awnshegh. It is composed almost completely of her normal wolf-bagini daughters, but the number of humans and humanoids is..."
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This cult is devoted to Bloody Shadow, a wolf-bagini awnshegh. It is composed almost completely of her normal wolf-bagini daughters, but the number of humans and humanoids is on the rise as the cult presents itself as a fertility cult.
The cult is quite small and sports only a few members in the provinces of Caer Cwnnar (it's home base), Haldallen, and Skansoeren.
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Jötnarskegg Tribe
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Created page with "The Jötnarskegg (giant's beard) tribe is comprised of the nomads of [[Boganhaar]]. There are 2 clans that make up the tribe; the [[Einarsson Clan]] and the Ingolfsson Clan..."
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The Jötnarskegg (giant's beard) tribe is comprised of the nomads of [[Boganhaar]]. There are 2 clans that make up the tribe; the [[Einarsson Clan]] and the [[Ingolfsson Clan]]. They mainly herd sheep through [[Boganhaar]] with occasional trade to the farmsteads in neighboring provinces for things they can't make. They typically winter in southern [[Boganhaar]] and [[Vjelthelma]] as well as eastern [[Midjarna]].
During the warmer months they range as far as the foothills in northern [[Boganhaar]], but have been going less far north the last couple of seasons due to [[Ghuralli]]'s forces in the forests to the north.
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The Small Spiral
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Created page with "The Small Spiral is a holy site in [[Vjelthelma]] province situated approximately halfway between the [[Vossic Clan]] and [[Torele Clan]]'s homesteads. It takes the form of a..."
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The Small Spiral is a holy site in [[Vjelthelma]] province situated approximately halfway between the [[Vossic Clan]] and [[Torele Clan]]'s homesteads. It takes the form of a lone hill with a single pine tree on top. This is considered one of the more important holy sites in the Giantdowns for [[The Emerald Spiral]] cult of [[Erik]].
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The Emerald Spiral
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==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
7b8ebaee3c0708efb29c6377a5e10243f6d3c1e8
240
239
2016-09-18T16:32:53Z
RaxTheGrey
1
/* Skills */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
a5e3a156e3e9988396446d7b3c5b31947b7cf37b
241
240
2016-09-24T15:08:58Z
RaxTheGrey
1
/* Ranks */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
0e2e3cba5b1da7f91c501a4e0173a31896c9472e
245
241
2016-10-01T15:39:45Z
RaxTheGrey
1
/* Skills */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
c701863dd3d9bd4958779c83657e4f14a420816d
246
245
2016-10-01T16:02:05Z
RaxTheGrey
1
/* Magic */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall, Bladesharp, Calculate, Find, Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
b7e47ef5868a7e456fe3997895b66cb13575522b
247
246
2016-10-01T16:22:37Z
RaxTheGrey
1
/* Magic */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
05dd8b9fca9c3e6df3c509f54218bc7f3ac6525c
249
247
2016-10-02T15:41:23Z
RaxTheGrey
1
/* Magic */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
fe422951e440e52778e257fb9538e753db14d076
Priestess of Kriesha Style
0
93
243
2016-09-29T22:29:09Z
RaxTheGrey
1
Created page with "This is the weapon style taught to the priestesses of [[Kriesha]]. It is very similar to the [[Vos Warrior Style]] but with a different style trait. The priestesses learn th..."
wikitext
text/x-wiki
This is the weapon style taught to the priestesses of [[Kriesha]]. It is very similar to the [[Vos Warrior Style]] but with a different style trait. The priestesses learn the weapons in the style, but primarily use the mace.
''Weapons'': battleaxe, dagger, mace, saber, shortspear (barbed), viking shield
''Trait'': [[cautious fighter (style trait)|Cautious Fighter]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
1fa5e09cff0d31e7aeb6373077d7d3f650d4d6b7
Cautious fighter (style trait)
0
94
244
2016-09-29T22:30:31Z
RaxTheGrey
1
Created page with "Can use the Change Range action to automatically withdraw from engagement with no need to roll. [[Category:Weapon Style Trait (RQ)]]"
wikitext
text/x-wiki
Can use the Change Range action to automatically withdraw from engagement with no
need to roll.
[[Category:Weapon Style Trait (RQ)]]
a7bba1c76b5bb7f641d7267817f1c664723faa41
Temple of Might
0
78
248
201
2016-10-01T16:31:54Z
RaxTheGrey
1
/* Magic */
wikitext
text/x-wiki
==Runes==
Darkness, Fire, Death
==Mythos and History==
The Temple of Might is a traditional [[Vos]] religious organization in that it venerates both [[Belinik]] and [[Kriesha]].
==Nature==
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Priest/Priestess
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|Kration
|Be a Priest/Priestess for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Pankration
|
|
|}
==Restrictions==
* Never waste resources, always make maximum use of anything you have
* Never coddle anyone, only the strong survive
* Never engage in open combat if it can be avoided; retreat, bide your time, strike when your foe is distracted
==Skills==
[[Commerce (RQ)|Commerce]], [[Deceit (RQ)|Deceit]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Influence (RQ)|Influence]], [[Survival (RQ)|Survival]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles. They also gain access to Folk Magic.
The offered spells are: Befuddle, Bladesharp, Bludgeon, Coordination, Curse, Demoralise, Fanaticism, Firearrow, Fireblade, Find (Ammunition/Armor/Weapon), Frostbite, Protection, Repugnance, Vigour, Voice
Miracles offered are:
Initiate: [[Backlash (RQ)|Backlash]], [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Perseverance (RQ)|Perseverance]], [[Snow (RQ)|Snow]], [[Soul Sight (RQ)|Soul Sight]]
Priestess: [[Beast Form (RQ)|Beast Form]], [[Blast Earth (RQ)|Blast Earth]], [[Call Winds (RQ)|Call Winds]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Corruption (RQ)|Corruption]], [[Raise Undead (RQ)|Raise Undead]]
High Priestess: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Fidelity (RQ)|Fidelity]]
==Gifts==
Those who reach Priestess rank are gifted with [[Insightful (RQ)|Insightful]].
==Allies and Enemies==
Hypothetically, other cults of [[Belinik]] and [[Kriesha]] are allies, but they are also often in competition.
The various cults of [[Avani]], [[Erik]] and [[Ruornil]] are the prime enemies.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Belinik Cult (RQ)]]
[[Category:Kriesha Cult (RQ)]]
f107894702ea2170cca46858cbd07f47e4d31c99
Dwarven Warrior Style
0
95
251
2016-10-15T18:15:51Z
RaxTheGrey
1
Created page with " ''Weapons'': Short spear, Warhammer, Viking shield, Light crossbow ''Trait'': [[shield wall (style trait)|Shield Wall]] [[Category:Skill (RQ)]] [[Category:Weapon Style (RQ)]]"
wikitext
text/x-wiki
''Weapons'': Short spear, Warhammer, Viking shield, Light crossbow
''Trait'': [[shield wall (style trait)|Shield Wall]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
7c6875dcebb439b14082a5694b4b1a68feb86291
Dwarven Tunnel Fighter Style
0
96
252
2016-10-15T18:18:29Z
RaxTheGrey
1
Created page with " ''Weapons'': Short spear, Long spear, Viking shield, Light crossbow ''Trait'': [[siege warfare (style trait)|Siege Warfare]] [[Category:Skill (RQ)]] Category:Weapon Sty..."
wikitext
text/x-wiki
''Weapons'': Short spear, Long spear, Viking shield, Light crossbow
''Trait'': [[siege warfare (style trait)|Siege Warfare]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
2bc34ce6f160711d1ad825288eef065c7e7a756f
Magic Items (RQ)
0
97
254
2016-11-02T13:21:40Z
RaxTheGrey
1
Created page with "==Armor== [[Barrow Mail]] ==Weapons== [[Barrow Sword]]"
wikitext
text/x-wiki
==Armor==
[[Barrow Mail]]
==Weapons==
[[Barrow Sword]]
5ec5f5d31fd7395c796b6c4f950c4fd1bd0ed373
Barrow Mail
0
98
255
2016-11-02T13:29:01Z
RaxTheGrey
1
Created page with "This magical chain mail is finely forged and enchanted, resulting in armor that is both lighter and able to resist blows more thoroughly. {| class="wikitable" !Name !AP !ENC..."
wikitext
text/x-wiki
This magical chain mail is finely forged and enchanted, resulting in armor that is both lighter and able to resist blows more thoroughly.
{| class="wikitable"
!Name
!AP
!ENC
!Suit ENC
!Armor Penalty
|-
|Barrow Mail||7||4||28||6
|}
4031480b7515a4b8acd38e9283493a835b70f711
Barrow Sword
0
99
256
2016-11-02T13:36:26Z
RaxTheGrey
1
Created page with "This magical sword is finely forged and enchanted to supernatural sharpness, weight, and strength. Its edge is always clean and sharp and the sword seems to almost guide the..."
wikitext
text/x-wiki
This magical sword is finely forged and enchanted to supernatural sharpness, weight, and strength. Its edge is always clean and sharp and the sword seems to almost guide the wielder's hand into the blow.
{| class="wikitable"
!Name
!Damage
!Size
!Reach
!Combat Effects
!Impale Size
!ENC
!AP/HP
!Traits
|-
|Barrow Sword||1d10||M||M||Bleed, Impale||M||1||7/12||+5% to weapon style to wield it
|}
d33cb5dd5bc9b1c17f1fe63a874b2c60a8471d12
The Emerald Spiral
0
67
257
249
2016-11-07T16:26:41Z
RaxTheGrey
1
/* Skills */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Rjurik Hunter Style]], [[Survival (RQ)|Survival]], [[Teach (RQ)|Teach]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
1a409da86a4719fbc9ca1d309d7f8104528f79de
258
257
2016-11-07T16:28:58Z
RaxTheGrey
1
/* Skills */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Initiate||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Rjurik Hunter Style]], [[Survival (RQ)|Survival]], [[Teach (RQ)|Teach]], [[Track (RQ)|Track]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
d4cc505a001a114e761a2a64b4a8f1dd5b6804e6
259
258
2016-12-01T15:38:23Z
RaxTheGrey
1
/* Ranks */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Neophyte||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Rjurik Hunter Style]], [[Survival (RQ)|Survival]], [[Teach (RQ)|Teach]], [[Track (RQ)|Track]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
78afc5c4acf3791870e978aaeb2f10efcd86cf16
271
259
2017-03-19T01:39:11Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Neophyte||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Rjurik Hunter Style]], [[Survival (RQ)|Survival]], [[Teach (RQ)|Teach]], [[Track (RQ)|Track]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
==Rituals, Ceremonies, & Holy Days==
===Midsummer===
===Midwinter===
===Marriage===
Marriage is one of the pillars of Rjurik society. As the most traditional of the Erik cults, the Emerald Spiral's ceremonies hearken back to the earliest days of the rjuven. The partner's tribe(s) and/or village(s) join together for a ceremony and giant party.
The ceremony starts with a ritual gauntlet run by the groom. He has to fight his way through 4-6 men, usually relatives of the bride, to get to her. As a ritual, no one is expected to put up serious resistance to the groom, but it's not completely unknown for jealous rivals to be included in the group and try more seriously to stop him.
The handfasting consists of a druid calling for the blessing of Erik on the couple and casting a Fecundity spell on the bride. The hands of the couple are bound together with a worked leather cord which is to stay on until they retire for the night. This cord is then often used by the bride to bind up her hair as is proper for a married woman. If the cord should break or fall off during the ceremony or break or be lost later it's considered a very bad omen for the couple.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
3874b0a86b2c3d8904e02146ab283c8a6fb18de5
296
271
2019-10-25T20:39:06Z
RaxTheGrey
1
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Emerald Spiral take its name from one of [[Erik]]'s avatar forms, in which he appears as a majestic, towering pine rising out of a rocky tor.
==Nature==
The Emerald Spiral is the conservative wing of the worship of [[Erik]]. Members of the Spiral recall a golden age when the world was uncivilized and all men lived in harmony with nature. Other gods gave their people grains and taught them farming. When this knowledge came to the [[Rjurik]], the pollution of the golden age began. Since then, the druids have struggled against the further corruption of the [[Rjurik]] way of life by outside influences.
The Emerald Spiral prefers to see chiefs of tribes advised and guided by druids. Where [[Rjurik]] have settled down, the Spiral sees the jarls and eorls as the successors of the chiefs, and resists the power of the kings. The Spiral has no use for any kind of guilds, for guilds engage in practices offensive to the memory of the golden age. The storage of wealth, the unequal distribution of wealth, the weakening of self-sufficiency by craft specialization, the pursuit of wealth above the care for nature, these all offend the Spiral. The druids teach that we should all take from the world only what we need to subsist. As such there is no storage. When we only have what we need, we have what our brothers and sisters have, and no one has more than any other. When nature comes before all other things, man is content to subsist, and let nature's glory reflect [[Erik]]'s will unhindered by man.
==Organization==
The Grand Druid of the Emerald Spiral is [[Gretta Seligsdotter]], an old and wise woman who discourages competition between the two temples of [[Erik]] while quietly looking down on the lack of tradition in the [[Oaken Grove of Erik|Oaken Grove]]. She also officially discourages conflict between nomadic and urban [[Rjurik]], but does little to stop it when it does arise. Under [[Gretta Seligsdotter|Gretta]] are various High Druids of individual realms and further subordinates beneath them. While the top level structure of the cult is well defined, beneath the High Druid rank is very loosely organized.
==Membership==
In the more remote and rural areas of the Rjurik lands where the Spiral holds sway most residents join the cult as Lay Members. Due to the strongly traditional views of the Spiral few urban or non-Rjurik people join. Such 'outsiders' may be allowed to join, but would likely face a more difficult proving process.
==Ranks==
{| class="wikitable"
!Rank
!Title
!Requirements
!Benefits
|-
|Common||Lay Member||Express desire to join church, Small donation||Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated||Neophyte||Know at least 5 cult skills at 50% or higher||Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven||Druid||Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult||Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer||High Druid||Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher||Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader||Grand Druid||Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids||Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Hero Quests==
* Walking the Spiral
** This quest is performed at the small spiral in Vjelthelma. It is used to initiate members into each of the ranks beyond Lay Member. The initiate walks around the tree and faces a number of trials based on the rank they are initiating into. If they pass they speak to an avatar of Erik (the tree) and exit the quest having gained a gift from Erik. This may be a new spell, ability, or other as Erik wills.
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Folk Magic (RQ)|Folk Magic]], [[Lore (RQ)|Lore]] (Herbs), [[Rjurik Hunter Style]], [[Survival (RQ)|Survival]], [[Teach (RQ)|Teach]], [[Track (RQ)|Track]]
==Magic==
All members are eligible to be taught Folk Magic. The offered spells are:
Alarm, Beastcall (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep), Bladesharp, Calculate, Find (Chicken/Cow/Dog/Goat/Goose/Horse/Pig/Sheep/Sickness/Tool), Heat, Might, Mobility, Pathway, Pet, Preserve, Repair, Slow, Speedart, Vigour, Warmth
Neophytes gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Neophyte: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]] (Choose any one animal), [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
==Rituals, Ceremonies, & Holy Days==
===Midsummer===
===Midwinter===
===Marriage===
Marriage is one of the pillars of Rjurik society. As the most traditional of the Erik cults, the Emerald Spiral's ceremonies hearken back to the earliest days of the rjuven. The partner's tribe(s) and/or village(s) join together for a ceremony and giant party.
The ceremony starts with a ritual gauntlet run by the groom. He has to fight his way through 4-6 men, usually relatives of the bride, to get to her. As a ritual, no one is expected to put up serious resistance to the groom, but it's not completely unknown for jealous rivals to be included in the group and try more seriously to stop him.
The handfasting consists of a druid calling for the blessing of Erik on the couple and casting a Fecundity spell on the bride. The hands of the couple are bound together with a worked leather cord which is to stay on until they retire for the night. This cord is then often used by the bride to bind up her hair as is proper for a married woman. If the cord should break or fall off during the ceremony or break or be lost later it's considered a very bad omen for the couple.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
dc4727280066afc0646fc981291be4aecf065091
Oaken Grove of Erik
0
80
260
202
2016-12-01T15:38:49Z
RaxTheGrey
1
/* Ranks */
wikitext
text/x-wiki
==Runes==
Earth, Plant, Fertility
==Mythos and History==
The Oaken Grove is a more liberal cult than the [[The Emerald Spire]] and [[Old Father of the Forests]].
==Nature==
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Neophyte
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Druid
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Druid
|Be a Druid for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Grand Druid
|Be a High Druid for at least 10 years, Know at least 2 cult skills at 110% or higher, Elected by council of High Druids
|Get training in cult skills at 100% discount; May call on cult's resources for free
|}
==Restrictions==
* Never take more than you need from the wilderness
* Never settle in a community larger than a homestead or small village
* Never linger in a community of any size for more than a season (Druid rank and higher)
==Skills==
[[Athletics (RQ)|Athletics]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Lore (RQ)|Lore]] (Geography), [[Survival (RQ)|Survival]], [[Rjurik Hunter Style]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Elemental (RQ)|Dismiss Elemental]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Elemental Summoning (RQ)|Elemental Summoning (Gnome)]], [[Heal Wound (RQ)|Heal Wound]], [[Ripen (RQ)|Ripen]], [[Soul Sight (RQ)|Soul Sight]]
Druid: [[Beast Form (RQ)|Beast Form]], [[Bless Crops (RQ)|Bless Crops]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Entangle (RQ)|Entangle]], [[Fecundity (RQ)|Fecundity]]
High Druid: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Growth (RQ)|Growth]], [[Outlaw (RQ)|Outlaw]], [[Rejuvenate (RQ)|Rejuvenate]], [[Tree Communion (RQ)|Tree Communion]]
==Gifts==
Those who show true and selfless dedication to the cult, whatever their rank, are gifted with [[Healthy (RQ)|Healthy]]. Grand Druids are gifted with [[Sanctuary (RQ)|Sanctuary]]
==Allies and Enemies==
The other cults of [[Erik]] are allies, if somewhat tense at times. Cults of [[Avani]] and [[Ruornil]] are also considered allies.
The various goblin and giant cults are chief among the enemies of the Spiral. The cults of [[Belinik]] follow close behind. Cults of [[Kriesha]] are generally unfriendly, but do find common purpose from time to time.
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Erik Cult (RQ)]]
671b624a096f611b9feef199ee6a1a8aaa50b588
Birthright Quest
0
55
261
168
2016-12-12T03:04:54Z
RaxTheGrey
1
wikitext
text/x-wiki
[[Realms (BRQ)|Realms]]
[[People (BRQ)|People]]
[[Bloodline Derivations]]
[[Blood Abilities]]
[[Skills_(BRQ)|Skills]]
[[Magic (BRQ)|Magic]]
[[Creatures (BRQ)|Creatures]]
[[Religions (BRQ)|Religions]]
8c485378aa6a9c4b9047d1be8a15b63994f89d3a
Realms (BRQ)
0
100
262
2016-12-12T03:08:10Z
RaxTheGrey
1
Created page with "== Landed Domains == [[The Giantdowns]] == Guild Domains == == Law Domains == == Source Domains == [[Shadow Obelisk]] == Temple Domains == [[The Emerald Spiral]]"
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== Landed Domains ==
[[The Giantdowns]]
== Guild Domains ==
== Law Domains ==
== Source Domains ==
[[Shadow Obelisk]]
== Temple Domains ==
[[The Emerald Spiral]]
60ada2a6fe41c34cb3a327d63301e6d0bfbb509e
Template:Domainbox
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2016-12-12T04:29:10Z
RaxTheGrey
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Created page with "[div] class="grid_24 alpha omega" | [div] class="grid_24 alpha omgega cardheaderbrown" | [div] class="grid_24 cardtitle" |[CENTER]{{{name}}}[/CENTER] [div] | [image]{{{image}..."
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[div]
class="grid_24 alpha omega" | [div] class="grid_24 alpha omgega cardheaderbrown" | [div] class="grid_24 cardtitle" |[CENTER]{{{name}}}[/CENTER]
[div] | [image]{{{image}}}|100px|center[/image][/div][/div][/div]
[if=" {{{ruler|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki="Regent"]Ruler[/wiki][/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{ruler}}}[/SIZE][/div][/div][/if]
[if=" {{{alignment|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"][wiki="Alignment"]Alignment[/wiki][/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{alignment}}}[/SIZE][/div][/div][/if]
[if=" {{{status|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"]Status[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{status}}}[/SIZE][/div][/div][/if]
[if=" {{{Seat of Power|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Seat of Power[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{Seat of Power}}}[/SIZE][/div][/div][/if]
[if=" {{{capital|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Capital[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{capital}}}[/SIZE][/div][/div][/if]
[if=" {{{population|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki]Population[/wiki][/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{population}}}[/SIZE][/div][/div][/if]
[if=" {{{government|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Government[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{government}}}[/SIZE][/div][/div][/if]
[if=" {{{religions|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki]Religion[/wiki]s[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{religions}}}[/SIZE][/div][/div][/if]
[if=" {{{relations|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Relations[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{relations}}}[/SIZE][/div][/div][/if]
[if=" {{{imports|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"]Imports[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{imports}}}[/SIZE][/div][/div][/if]
[if=" {{{exports|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Exports[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{exports}}}[/SIZE][/div][/div][/if]
[if=" {{{gbincome|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki]GB[/wiki] Income[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{gbincome}}}[/SIZE][/div][/div][/if]
[if=" {{{rpincome|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"][wiki]RP[/wiki] Income[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{rpincome}}}[/SIZE][/div][/div][/if]
[if=" {{{gbexpenses|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki]GB[/wiki] Expenses[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{gbexpenses}}}[/SIZE][/div][/div][/if]
[if=" {{{treasury|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Treasury[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{treasury}}}[/SIZE][/div][/div][/if]
[if=" {{{regency|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"]Acc. [wiki]Regency[/wiki][/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{regency}}}[/SIZE][/div][/div][/if]
[if=" {{{armies|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"]Armies[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{armies}}}[/SIZE][/div][/div][/if]
[if=" {{{fortifications|}}} "][div] class="grid_24 alpha omega boxoddrow" |[div] class="grid_7"|[SIZE="1"][wiki]Fortification[/wiki]s[/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{fortifications}}}[/SIZE][/div][/div][/if]
[if=" {{{courtlevel|}}} "][div] class="grid_24 alpha omega boxevenrow" |[div] class="grid_7"|[SIZE="1"][wiki]Court Level[/wiki][/SIZE][/div][div] class="grid_17"|[SIZE="1"]{{{courtlevel}}}[/SIZE][/div][/div][/if]
[/div]
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Torele Clan
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102
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2016-12-15T01:55:12Z
RaxTheGrey
1
Created page with "* Birgitta Torele * Landen ** Brende Landensdotter * Darochinn"
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* Birgitta Torele
* Landen
** Brende Landensdotter
* Darochinn
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* [[Birgitta Torele]]
* [[Landen]]
** [[Brende Landensdotter]]
* [[Darochinn]]
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* [[Birgitta Torele]]
* [[Landen]]
** [[Brende Landensdotter]]
* [[Darochinn]]
* [[Sven Orrinsson]]
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Vossic Clan
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2016-12-15T01:58:21Z
RaxTheGrey
1
Created page with "* Pyotr Dmitrivic * Pola Vasilinova * Sergi Ilyavich"
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* Pyotr Dmitrivic
* Pola Vasilinova
* Sergi Ilyavich
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* [[Pyotr Dmitrivic]]
* [[Pola Vasilinova]]
* [[Sergi Ilyavich]]
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Rjurik Housecarl Style
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2017-03-05T22:52:40Z
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This style is taught in Rjurik lands to the elite troops of jarls, chieftains, and kings. It is intended for the leaders bodyguards and champions.
''Weapons'': great axe, greatsword, shortspear, viking shield
''Trait'': [[shield splitter (style trait)|Shield Splitter]] This style allows the use of the shield splitter trait with the greatsword.
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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Rjurik Shieldwall Style
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This style is taught in Rjurik lands and is the basic fighting style of those people. Almost all men and some women are taught at least the basics of this style.
''Weapons'': broadsword, shortspear, hatchet, viking shield
''Trait'': [[shield wall (style trait)|Shield Wall]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
8417863e6e9110c741fdec6245bef1f091f67806
Imperial Infantry Style
0
104
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2017-04-08T23:02:23Z
RaxTheGrey
1
Created page with "This style is taught all over Anuire and is a remnant of the Empire. Weapons: short sword, scutum, javelin, xxxx Trait: Formation Fighting"
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This style is taught all over Anuire and is a remnant of the Empire.
Weapons: short sword, scutum, javelin, xxxx
Trait: Formation Fighting
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This style is taught all over Anuire and is a remnant of the Empire.
''Weapons'': short sword, scutum, javelin, xxxx
''Trait'': [[formation fighting (style trait)|Formation Fighting]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
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This style is taught all over Anuire and is a remnant of the Empire.
''Weapons'': short sword, scutum, javelin, longspear
''Trait'': [[formation fighting (style trait)|Formation Fighting]]
[[Category:Skill (RQ)]]
[[Category:Weapon Style (RQ)]]
a081f40ece67183c4898309e66a0862f31726e03
Main Page
0
1
275
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2017-09-20T18:52:17Z
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1
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[[Legend of the Five Rings]]
[[Birthright Quest]]
[[Traveller]]
[[Eclipse Phase]]
[[General Lore]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [[Categories for wiki entries]]
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[[Ars Magica]]
[[Birthright Quest]]
[[Eclipse Phase]]
[[General Lore]]
[[Legend of the Five Rings]]
[[Traveller]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [[Categories for wiki entries]]
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[[Ars Magica]]
[[Ashgate Chronicle]]
[[Birthright Quest]]
[[Eclipse Phase]]
[[General Lore]]
[[Legend of the Five Rings]]
[[Traveller]]
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [[Categories for wiki entries]]
7dfaf9dd3c465486cff1a3c94d89abd6c44c2467
Traveller
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2017-09-20T18:54:05Z
RaxTheGrey
1
Created page with "[[Rules Changes]]"
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[[Rules Changes]]
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Space travel and adventure with Mongoose Traveller 1st Edition rules.
[[Rules Changes]]
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Rules Changes
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2017-09-20T18:54:42Z
RaxTheGrey
1
Created page with "Skills: * Replace Battledress with Vacc Suit Other: * Ship shares can be turned into pensions ** [[Ships with Benefits]]"
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Skills:
* Replace Battledress with Vacc Suit
Other:
* Ship shares can be turned into pensions
** [[Ships with Benefits]]
2376d8b92ed9b597ad1d51ff5a87741110976dca
Ships with Benefits
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2017-09-20T18:55:04Z
RaxTheGrey
1
Created page with "There are several ways of starting a Traveller with a ship after completing some careers, though it is difficult. However, for simplicity and campaign balance, only one Trave..."
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There are several ways of starting a Traveller with a ship after completing some careers, though it is difficult. However, for simplicity and campaign balance, only one Traveller may start with a ship in their possession before the campaign begins. If two or more Travellers have gained ships, you should debate who actually gets a ship. The other players will receive an additional pension of Cr25000 every year for every time they rolled a ship as a benefit. This represents part ownership in a commercial vessel and the dividends received on the investment.
While individual ship shares cannot be redeemed for cash either, if they are not used to help purchase a ship the Traveller will instead receive an additional pension of Cr1000 every year (they might not be in possession of the ship, but it is somewhere out there in the galaxy, earning dividends for those who invested in it, possibly many years ago).
~MgT 2ed, pg 46
8fd478d1681c8b73b9bb1f4adc7661b27b80ff5f
Clans (L5R)
0
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1
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* Major Clans
** [[Crab Clan]]
*** [[Hida Family]]
*** [[Hiruma Family]]
*** [[Kaiu Family]]
*** [[Kuni Family]]
*** [[Toritaka Family]]
*** [[Yasuki Family]]
** [[Crane Clan]]
*** [[Asahina Family]]
*** [[Daidoji Family]]
*** [[Doji Family]]
*** [[Kakita Family]]
** [[Dragon Clan]]
*** [[Kitsuki Family]]
*** [[Mirumoto Family]]
*** [[Tamori Family]]
*** [[Togashi Family]]
** [[Lion Clan]]
*** [[Akodo Family]]
*** [[Ikoma Family]]
*** [[Kitsu Family]]
*** [[Matsu Family]]
** [[Mantis Clan]]
*** [[Kitsune Family]]
*** [[Moshi Family]]
*** [[Tsuruchi Family]]
*** [[Yoritomo Family]]
** [[Phoenix Clan]]
*** [[Agasha Family]]
*** [[Asako Family]]
*** [[Isawa Family]]
*** [[Shiba Family]]
**** [[Izuru Family]]
** [[Scorpion Clan]]
*** [[Bayushi Family]]
*** [[Soshi Family]]
*** [[Shosuro Family]]
*** [[Yogo Family]]
** [[Unicorn Clan]]
*** [[Horiuchi Family]]
*** [[Ide Family]]
*** [[Iuchi Family]]
*** [[Moto Family]]
*** [[Shinjo Family]]
*** [[Utaku Family]]
** [[Spider Clan]]
*** [[Chuda Family]]
*** [[Daigotsu Family]]
*** [[Goju Family]]
*** [[Spider Monks]]
*** [[Susumu Family]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Family]]
* Other
** [[Zhuge Family]]
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Izuru Family
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2019-02-06T21:05:17Z
RaxTheGrey
1
Created page with "The Izuru vassal family of the [[Shiba Family]] was founded in 1119 by Shiba Izuru. He was granted a vassal family name for his work in stopping the Darkfever and saving the..."
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The Izuru vassal family of the [[Shiba Family]] was founded in 1119 by Shiba Izuru. He was granted a vassal family name for his work in stopping the Darkfever and saving the [[Phoenix clan]].
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The Izuru vassal family of the [[Shiba Family]] was founded in 1119 by [[Shiba Izuru]]. He was granted a vassal family name for his work in stopping the Darkfever and saving the [[Phoenix Clan]].
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People (L5R)
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283
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2019-02-06T21:23:53Z
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* [[Crab Clan]]
* [[Crane Clan]]
** [[Doji Oruku]] - P56
** [[Doji Tsumetsu]] - P57
** [[Doji Ukidanu]] - P58
** [[Doji Juzo]] - P59
** [[Doji Usiina]] - P60
** [[Daidoji Anitano]] - P61
** [[Doji Sagi]] - P62
** [[Doji Tori]] - P63
** [[Doji Tamago]] - P64
* [[Dragon Clan]]
** [[Agasha Daisuke]]
* [[Lion Clan]]
* [[Mantis Clan]]
** [[Yoritomo Koebi]] (Shrimp)
* [[Phoenix Clan]]
** [[Shiba Akira]]
** [[Shiba Kaien]]
** [[Shiba Uzuru]]
* [[Scorpion Clan]]
** [[Bayushi Daiko]]
** [[Bayushi Kenpachi]]
** [[Shosuro Meiumi]]
* [[Unicorn Clan]]
* Minor Clans
** [[Salamander Clan]]
*** [[Hanzaki Daisuke]]
* Ronin
** [[Ample]]
** [[Dove]]
6a8641227f0e4ab1819fe10a4c4637fa7097b6c3
Skills (BRQ)
0
56
284
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2019-02-24T15:31:21Z
RaxTheGrey
1
/* Advanced */
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=Advanced=
=Magic=
* [[Lesser Magic (Skill)|Lesser Magic]]
=Weapon Styles=
* [[Dwarven Warrior Style]]
* [[Dwarven Tunnel Fighter Style]]
* [[Heartlands Fencing Style]]
* [[Imperial Archer Style]]
* [[Imperial Heavy Cavalry Style]]
* [[Imperial Light Cavalry Style]]
* [[Imperial Infantry Style]]
* [[Rjurik Housecarl Style]]
* [[Rjurik Hunter Style]]
* [[Rjurik Shieldwall Style]]
* [[Vos Berserker Style]]
* [[Vos Varsk Rider Style]]
* [[Vos Warrior Style]]
* [[Priestess of Kriesha Style]]
* [[Orog Regular Style]]
* [[Orog Elite Style]]
* [[Orog Archer Style]]
0f2386ba622025d91eb82ed4c256aaf60bcd33ef
Ars Magica
0
109
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2019-06-15T19:50:42Z
RaxTheGrey
1
Created page with "* [[People]] * [[Covenants]] * [[Abilities]] * [[Virtues]] * [[Flaws]] * [[Spells]] * [[Items]] * [[Plots]] * [[Creatures]] * [[Places]] * [[Groups]]"
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* [[People]]
* [[Covenants]]
* [[Abilities]]
* [[Virtues]]
* [[Flaws]]
* [[Spells]]
* [[Items]]
* [[Plots]]
* [[Creatures]]
* [[Places]]
* [[Groups]]
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Virtues
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2019-06-15T19:51:10Z
RaxTheGrey
1
Created page with "* [[Gild Trained]]"
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* [[Gild Trained]]
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Gild Trained
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2019-06-15T19:51:32Z
RaxTheGrey
1
Created page with "|Gild|Ability/Art/Spell| |[[Oak Gild]]|| |[[Hawthorn Gild]]|| ||Animal Ken| ||Forest Lore| ||Hunt| ||Survival| ||Wilderness Sense| ||animal spells| |[[Ash Gild]]|| ||Hunt| ||P..."
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|Gild|Ability/Art/Spell|
|[[Oak Gild]]||
|[[Hawthorn Gild]]||
||Animal Ken|
||Forest Lore|
||Hunt|
||Survival|
||Wilderness Sense|
||animal spells|
|[[Ash Gild]]||
||Hunt|
||Penetration|
||battle spells|
|[[Elder Gild]]||
||Etiquette|
||Fairy Lore|
||fairy spells|
|[[Linden Gild]]||
|[[Apple Gild]]||
ec868a1c84ff6d0c7a2a9de94fe7959135f86a58
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{| class="wikitable"
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Animal Ken
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Wilderness Sense
|-
|||animal spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
e610da4e7e039cac9821984403ca2202c1ca4581
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{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Animal Ken
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Wilderness Sense
|-
|||animal spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
1adc256161a1c2e87e790404126d6bc1a50874f1
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1
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{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Animal Ken
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Wilderness Sense
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
ae666aa32c5c418b1b910dec57d03ba95b9a99d7
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1
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text/x-wiki
{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Animal Ken
|-
|||Area Lore: wilderness areas
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Wilderness Sense
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
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2019-06-21T20:50:19Z
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{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Animal Ken
|-
|||Area Lore: wilderness areas
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Wilderness Sense
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
[[Category:Virtue (ArM)]]
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Removed ineligible abilities from Hawthorn list
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{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Oak Gild]]
|-
|[[Hawthorn Gild]]
|-
|||Area Lore: wilderness areas
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Linden Gild]]
|-
|[[Apple Gild]]
|}
[[Category:Virtue (ArM)]]
5e71ea08a3791d44c876b7b89ab9a9e76755cd6c
Abilities
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2019-11-29T21:00:00Z
RaxTheGrey
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Created page with "* [[Dead Language (ArM)|Dead Language]] * [[Living Language (ArM)|Living Language]]"
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* [[Dead Language (ArM)|Dead Language]]
* [[Living Language (ArM)|Living Language]]
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* [[Craft (ArM)|Craft]]
* [[Dead Language (ArM)|Dead Language]]
* [[Living Language (ArM)|Living Language]]
* [[Profession (ArM)|Profession]]
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Dead Language (ArM)
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2019-11-29T21:11:52Z
RaxTheGrey
1
Created page with "My master list of all dead languages in the Mythic World with dialects. * Ancient Egyptian * Avestan<sup>2</sup> * Classical Greek<sup>1</sup> ** Aeolic ** Attic ** Doric **..."
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My master list of all dead languages in the Mythic World with dialects.
* Ancient Egyptian
* Avestan<sup>2</sup>
* Classical Greek<sup>1</sup>
** Aeolic
** Attic
** Doric
** Homeric
** Ionic
* Demotic
* East German
** Burgundian
** [https://en.wiktionary.org/wiki/Category:Gothic_language Gothic]<sup>2</sup>
** Vandalic
* Ge'ez
* Hebrew
* Latin<sup>1,2</sup>
* Libyan
* Meroitic
* Old Punic
** Carthaginian
** Phoenician
<blockquote>
<sup>1</sup> Academic Language
<sup>2</sup> Liturgical Language
</blockquote>
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My master list of all dead languages in the Mythic World with dialects.
* Ancient Egyptian
* Avestan<sup>2</sup>
* Classical Greek<sup>1</sup>
** Aeolic
** Attic
** Doric
** Homeric
** Ionic
* Demotic
* East German
** Burgundian
** [https://en.wiktionary.org/wiki/Category:Gothic_language Gothic]<sup>2</sup>
** Vandalic
* Ge'ez
* Hebrew
* Latin<sup>1,2</sup>
* Libyan
* Meroitic
* Old Punic
** Carthaginian
** Phoenician
<blockquote>
<sup>1</sup> Academic Language
<sup>2</sup> Liturgical Language
</blockquote>
[[Category:Ability (ArM)]]
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Living Language (ArM)
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2019-11-29T21:17:31Z
RaxTheGrey
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Created page with "My master list of all living languages in the Mythic World with dialects. * Amharic ** Agaw ** Amhara ** Tigray * Arabic<sup>1,2</sup> ** Andalusi ** Classical ** Egyptian **..."
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My master list of all living languages in the Mythic World with dialects.
* Amharic
** Agaw
** Amhara
** Tigray
* Arabic<sup>1,2</sup>
** Andalusi
** Classical
** Egyptian
** Khaliji
** Levantine
** Maghrebi
** Maslawi
* Basque
* Beja
* Catalan
** Eastern
** Western
* Coptic<sup>2</sup>
** Boharic
** Sahidic
* East Norse
** Swedish
** Gotlandish
* English
** Anglian
** Kentish
** Mercian
** Northumbrian
** Wessex
* French
** Anglo-Norman
** Bourguignon
** Champenois
** Lorrain
** Norman
** Orleanais
** Picard
** Poitevin
** Walloon
* Gaelic
** Connacht
** Galwegian
** Highland
** Leinster
** Manx
** Munster
** Ulster
* High German
** Bavarian
** Franconian
** Swiss
** Swabian
** Yiddish
* Italian
** Corsican
** Istriot
** Neapolitan
** Sicilian
** Tuscan
* Lingua Franca
** Eastern
** Western
* Low German
** Flemish
** Frisian
** Pomeranian
** Saxon
* Nubian
** Alwa
** Dongolawi
** Kenzi
** Mahasi
* Occitan
** Aranese
** Auvergnat
** Gascon
** Limousin
** Provençal
** Vivaro-Alpine
* Oghuz
** Ghuzz
* Oromigna
* Parsi
** Bactrian
** Baloch
** Kurdish
** Luri
** Pashto
** Persian
** Sogdian
** Tabari
* Punic
** Khalidan
* Romaic Greek<sup>1,2</sup>
** Nubian
** Yevanic
* Spanish
** Castillian
* Tamazight
** Kabyle
** Siwi
** Tamakah
** Tarifit
** Tashelhiyt
** Zenaga
* Tigrinya
** Dahlak
* Veneto
* West Norse
** Danish
** Faroese
** Icelandic
** Norwegian
* West Slavonic
** Czech
** Polish
** Slovak
** Sorbian
<blockquote>
<sup>1</sup> Academic Language
<sup>2</sup> Liturgical Language
</blockquote>
[[Category:Ability (ArM)]]
d05748bf95a038b6732535902431f0346484bde0
Craft (ArM)
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2019-12-01T17:11:43Z
RaxTheGrey
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Created page with "A list of Craft types and specialties: * Armorer * Blacksmith ** Horseshoes ** Tools * Bookbinder * Brewer ** Beer ** Cider ** Wine * Butcher * Carpenter ** Framing houses **..."
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A list of Craft types and specialties:
* Armorer
* Blacksmith
** Horseshoes
** Tools
* Bookbinder
* Brewer
** Beer
** Cider
** Wine
* Butcher
* Carpenter
** Framing houses
** Furniture
* Carter
* Chestmaker
* Clothier
** Dresses
** Robes
** Shirts
* Cook
** Baking bread
** Pastry making
* Cooper
* Coppersmith
** Cookware
* Dyer
* Glassmaker
* Goldsmith
** Necklaces
** Rings
* Jeweler
* Locksmith
* Painter
* Percamenarius (Parchment maker)
* Practical Jokes
** Cruel and humiliating ones
* Shipwright
* Shoemaker
* Silversmith
* Stonemason
* Tanner
* Tinsmith
** Cookware
* Weaponsmith
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A list of Craft types and specialties:
* Armorer
* Blacksmith
** Horseshoes
** Tools
* Bookbinder
* Bowyer
** Bow making
** Fletching
* Brewer
** Beer
** Cider
** Wine
* Butcher
* Carpenter
** Framing houses
* Carter
* Clothier
** Dresses
** Robes
** Shirts
* Cook
** Baking bread
** Pastry making
* Cooper
* Coppersmith
** Cookware
* Dyer
* Glassmaker
* Goldsmith
** Jewelry
* Jeweler
* Leatherworker
** Saddlemaker
** Tanner
* Locksmith
* Painter
* Percamenarius (Parchment maker)
* Practical Jokes
** Cruel and humiliating jokes
* Shipwright
* Shoemaker
* Silversmith
** Eating utensils
** Jewelry
* Stonemason
* Tinsmith
** Eating ware
* Weaponsmith
** Polearms
** Swords
* Woodworker
** Chests
** Furniture
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A list of Craft types and specialties:
* Armorer
* Blacksmith
** Horseshoes
** Tools
* Bookbinder
** Codices
** Ink making
** Volumina
* Bowyer
** Bow making
** Fletching
* Brewer
** Beer
** Cider
** Wine
* Butcher
* Carpenter
** Framing houses
* Carter
* Clothier
** Dresses
** Robes
** Shirts
* Cook
** Baking bread
** Pastry making
* Cooper
* Coppersmith
** Cookware
* Dyer
* Glassmaker
* Goldsmith
** Jewelry
* Jeweler
* Leatherworker
** Saddlemaker
** Tanner
* Locksmith
* Painter
* Percamenarius (Parchment maker)
* Practical Jokes
** Cruel and humiliating jokes
* Shipwright
* Shoemaker
* Silversmith
** Eating utensils
** Jewelry
* Stonemason
* Tinsmith
** Eating ware
* Weaponsmith
** Polearms
** Swords
* Woodworker
** Chests
** Furniture
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Profession (ArM)
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Created page with "A list of Profession types and specialties: * Innkeep * Jongleur * Merchant * Reeve * Sailor * Scribe ** Copying * Slaver * Steward * Teamster * Washerwoman"
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A list of Profession types and specialties:
* Innkeep
* Jongleur
* Merchant
* Reeve
* Sailor
* Scribe
** Copying
* Slaver
* Steward
* Teamster
* Washerwoman
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Profession (ArM)
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A list of Profession types and specialties:
* Innkeep
* Jongleur
* Merchant
* Reeve
* Sailor
* Scribe
** Copying
** Illuminating
* Slaver
* Steward
* Teamster
* Washerwoman
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A list of Profession types and specialties:
* Bookbinder
* Illuminator
* Ink maker
* Innkeep
* Jongleur
* Merchant
* Reeve
* Sailor
* Scribe
** Copying
* Slaver
* Steward
* Teamster
* Washerwoman
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A list of Profession types and specialties:
* Apothecary
** Ink making
* Bookbinder
* Illuminator
* Innkeep
* Jongleur
* Merchant
* Reeve
* Sailor
* Scribe
** Copying
* Slaver
* Steward
* Teamster
* Washerwoman
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[[Guilds (ArM) | Notes about guilds]]
A list of Profession types and specialties:
* Apothecary
** Ink making
* Bookbinder
* Illuminator
* Innkeep
* Jongleur
* Merchant
* Reeve
* Sailor
* Scribe
** Copying
* Slaver
* Steward
* Teamster
* Washerwoman
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Craft (ArM)
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A list of Craft types and specialties:
* Armorer
* Blacksmith
** Horseshoes
** Tools
* Bowyer
** Bow making
** Fletching
* Brewer
** Beer
** Cider
** Wine
* Butcher
* Carpenter
** Framing houses
* Carter
* Clothier
** Dresses
** Robes
** Shirts
* Cook
** Baking bread
** Pastry making
* Cooper
* Coppersmith
** Cookware
* Dyer
* Glassmaker
* Goldsmith
** Jewelry
* Jeweler
* Leatherworker
** Saddlemaker
** Tanner
* Locksmith
* Painter
* Percamenarius (Parchment maker)
* Practical Jokes
** Cruel and humiliating jokes
* Shipwright
* Shoemaker
* Silversmith
** Eating utensils
** Jewelry
* Stonemason
* Tinsmith
** Eating ware
* Weaponsmith
** Polearms
** Swords
* Woodworker
** Chests
** Furniture
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[[Guilds (ArM) | Notes about Guilds]]
A list of Craft types and specialties:
* Armorer
* Blacksmith
** Horseshoes
** Tools
* Bowyer
** Bow making
** Fletching
* Brewer
** Beer
** Cider
** Wine
* Butcher
* Carpenter
** Framing houses
* Carter
* Clothier
** Dresses
** Robes
** Shirts
* Cook
** Baking bread
** Pastry making
* Cooper
* Coppersmith
** Cookware
* Dyer
* Glassmaker
* Goldsmith
** Jewelry
* Jeweler
* Leatherworker
** Saddlemaker
** Tanner
* Locksmith
* Painter
* Percamenarius (Parchment maker)
* Practical Jokes
** Cruel and humiliating jokes
* Shipwright
* Shoemaker
* Silversmith
** Eating utensils
** Jewelry
* Stonemason
* Tinsmith
** Eating ware
* Weaponsmith
** Polearms
** Swords
* Woodworker
** Chests
** Furniture
2d8aef7db2abeea3f6f3fde7a0eaacf9fe32096f
Abilities
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== Ability List ==
* [[Craft (ArM)|Craft]]
* [[Dead Language (ArM)|Dead Language]]
* [[Living Language (ArM)|Living Language]]
* [[Profession (ArM)|Profession]]
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Guilds (ArM)
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117
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2019-12-01T18:11:11Z
RaxTheGrey
1
Created page with "Much of a guild member’s rank depends on his age, which should also indicate the number of years he has been working at his craft. The following chart provides a rough guide..."
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Much of a guild member’s rank depends on his age, which should also indicate the number of years he has been working at his craft. The following chart provides a rough guideline for appropriate Craft Ability scores for a guild member depending on his age and rank. It also suggests a secondary Ability necessary for certain ranks of guild characters. It can also be helpful in determining a starting character’s appropriate Craft Ability. These are only suggestions and should not be used to impose arbitrary limits on any troupe’s saga
{| class="wikitable"
Guild Member Ages & Abilities
!age
!guild rank
!craft ability
!secondary ability
|-
| 10–20
| Apprentice
| 3
| –
|-
| 20–30
| Journeyman
| 5
| 2 (Bargain)
|-
| 30–40
| Master
| 5–6
| 3 (Bargain)
|-
| 40–50
| Senior Master
| 7
| 3 (Leadership)
|-
| 50+
| Dean
| 7
| 5 (Leadership)
|}
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Much of a guild member’s rank depends on his age, which should also indicate the number of years he has been working at his craft. The following chart provides a rough guideline for appropriate Craft Ability scores for a guild member depending on his age and rank. It also suggests a secondary Ability necessary for certain ranks of guild characters. It can also be helpful in determining a starting character’s appropriate Craft Ability. These are only suggestions and should not be used to impose arbitrary limits on any troupe’s saga
{| class="wikitable"
Guild Member Ages & Abilities
!age
!guild rank
!craft/profession ability
!secondary ability
|-
| 10–20
| Apprentice
| 3
| –
|-
| 20–30
| Journeyman
| 5
| 2 (Bargain)
|-
| 30–40
| Master
| 5–6
| 3 (Bargain)
|-
| 40–50
| Senior Master
| 7
| 3 (Leadership)
|-
| 50+
| Dean
| 7
| 5 (Leadership)
|}
29a1f48c450e6d2cf134c69f9611df69f161b26a
General Lore
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12
2021-03-24T18:35:26Z
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1
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[[Creatures (General)|Creatures]]
[[Celestial Beings]]
[[Infernal Beings]]
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[[Creatures (General)|Creatures]]
[[Celestial Beings]]
[[Infernal Beings]]
[[Crafting Materials]]
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Creatures (General)
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RaxTheGrey
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Created page with "[[Library Automaton]]"
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[[Library Automaton]]
d6c54d9516e45a3bdfa850e3d4ac79b3d2c92326
Library Automaton
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RaxTheGrey
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Created page with "{| |''Height''||3'||''Weight''||50 lbs. |} {| |''STR''||8 |''CON''||10 |''SIZ''||3 |''DEX''||13 |''INT''||14 |''POW''||12 |''CHA''||8 |} {| |''Action Points''||3 |''Damage M..."
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{|
|''Height''||3'||''Weight''||50 lbs.
|}
{|
|''STR''||8
|''CON''||10
|''SIZ''||3
|''DEX''||13
|''INT''||14
|''POW''||12
|''CHA''||8
|}
{|
|''Action Points''||3
|''Damage Mod''||-1d4
|''Healing Rate''||2
|''Move Rate''||6
|''Initiative''||+14
|}
{|
|+ '''Combat Styles (STR+DEX)'''
|-
|''Style Name''||''%''||''Weapons Included''
|-
|Library Defense||33||Kick
|}
{|
|''Weapon''||''Damage''||''Size''||''Reach''||''AP/HP''||''Effects''||''ENC''||''Range''||''Load''
|-
|Kick||1d3||T||C||1/4||-||-||-||-
|}
{|
|+ '''Hit Locations'''
|''1d20''||''Location''||''Armor Worn''||''ENC''||''AP''||''HP''
|-
|1-3||Right Leg||Thin Metal||0||1||3
|-
|4-6||Left Leg||Thin Metal||0||1||3
|-
|7-17||Body||Thin Metal||0||1||5
|-
|18-20||Head||Thin Metal||0||1||3
|}
{|
|+ '''Standard Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Athletics||STR+DEX||21
|-
|Boating||STR+CON||18
|-
|Brawn||STR+SIZ||11
|-
|Conceal||DEX+POW||25
|-
|Customs||INT*2||50
|-
|Dance||DEX+CHA||21
|-
|Deceit||INT+CHA||22
|-
|Drive||DEX+POW||25
|-
|''Endurance''||CON*2||30
|-
|''Evade''||DEX*2||50
|-
|First Aid||INT+DEX||27
|-
|Influence||CHA*2||16
|-
|Insight||INT+POW||26
|-
|Locale||INT*2||80
|-
|Perception||INT+POW||60
|-
|Ride||DEX+POW||25
|-
|Sing||POW+CHA||20
|-
|Stealth||INT+DEX||27
|-
|Swim||STR+CON||18
|-
|Unarmed||STR+DEX||21
|-
|''Willpower''||POW*2||50
|}
{|
|'''Professional Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Bureaucracy||INT*2||50
|-
|Lore: History||INT*2||75
|-
|'''Languages'''||INT+CHA/INT*2||%
|-
|Common / Literacy||INT+CHA||52/52
|-
|Machine Speech / Literacy||INT+CHA||62/62
|}
{|
|'''Passions (POW+CHA)'''
|-
|''Passion''||''%''
|-
|Defend the Library||50
|-
|Help Library Patrons||80
|}
{|
|'''Magical Skills'''||''Magic Points''||12
|-
|''Skill''||''Characteristics''||''%''
|-
|Folk Magic||POW+CHA||70
|-
|Gaze of Confusion||INT+POW||66
|}
{|
|Spells||Cleanse, Dry, Extinguish, Find (Book), Light, Lock, Polish, Preserve, Repair, Tidy
|}
{|
|+Fatigue
|-
|''Current Level''||x
|-
|''Skills''||x
|-
|''Move''||x
|-
|''Strike Rank''||x
|-
|''Action Points''||x
|}
{|
|''Abilities''||[[Construct]]
|-
|''Extra-Dimensional Book Repository''||A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
|-
|''Gaze of Confusion''||The library automaton chooses one creature it can see within 40 feet. On its turn, the library automaton may spend a magic point and the target must succeed on an opposed Willpower vs Gaze of Confusion roll or take 3d4+2 damage to its Intelligence until the end of its next turn. If the opposed roll succeeds, then the target loses half the amount of Intelligence.
|-
|''Bibliotelekinesis''||This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
|}
These small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.
''Eyes of the Past'': While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.
''Telekinetic'': While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.
''Sought by Wizards'': Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.
a2f83b865b20ef1753a92611058901a83472017c
319
317
2021-03-24T22:39:46Z
RaxTheGrey
1
wikitext
text/x-wiki
[[File:Library Automaton.png|frameless|right]]
{|
|''Height''||3'||''Weight''||50 lbs.
|}
{|
|''STR''||8
|''CON''||10
|''SIZ''||3
|''DEX''||13
|''INT''||14
|''POW''||12
|''CHA''||8
|}
{|
|''Action Points''||3
|''Damage Mod''||-1d4
|''Healing Rate''||2
|''Move Rate''||6
|''Initiative''||+14
|}
{|
|+ '''Combat Styles (STR+DEX)'''
|-
|''Style Name''||''%''||''Weapons Included''
|-
|Library Defense||33||Kick
|}
{|
|''Weapon''||''Damage''||''Size''||''Reach''||''AP/HP''||''Effects''||''ENC''||''Range''||''Load''
|-
|Kick||1d3||T||C||1/4||-||-||-||-
|}
{|
|+ '''Hit Locations'''
|''1d20''||''Location''||''Armor Worn''||''ENC''||''AP''||''HP''
|-
|1-3||Right Leg||Thin Metal||0||1||3
|-
|4-6||Left Leg||Thin Metal||0||1||3
|-
|7-17||Body||Thin Metal||0||1||5
|-
|18-20||Head||Thin Metal||0||1||3
|}
{|
|+ '''Standard Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Athletics||STR+DEX||21
|-
|Boating||STR+CON||18
|-
|Brawn||STR+SIZ||11
|-
|Conceal||DEX+POW||25
|-
|Customs||INT*2||50
|-
|Dance||DEX+CHA||21
|-
|Deceit||INT+CHA||22
|-
|Drive||DEX+POW||25
|-
|''Endurance''||CON*2||30
|-
|''Evade''||DEX*2||50
|-
|First Aid||INT+DEX||27
|-
|Influence||CHA*2||16
|-
|Insight||INT+POW||26
|-
|Locale||INT*2||80
|-
|Perception||INT+POW||60
|-
|Ride||DEX+POW||25
|-
|Sing||POW+CHA||20
|-
|Stealth||INT+DEX||27
|-
|Swim||STR+CON||18
|-
|Unarmed||STR+DEX||21
|-
|''Willpower''||POW*2||50
|}
{|
|'''Professional Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Bureaucracy||INT*2||50
|-
|Lore: History||INT*2||75
|-
|'''Languages'''||INT+CHA/INT*2||%
|-
|Common / Literacy||INT+CHA||52/52
|-
|Machine Speech / Literacy||INT+CHA||62/62
|}
{|
|'''Passions (POW+CHA)'''
|-
|''Passion''||''%''
|-
|Defend the Library||50
|-
|Help Library Patrons||80
|}
{|
|'''Magical Skills'''||''Magic Points''||12
|-
|''Skill''||''Characteristics''||''%''
|-
|Folk Magic||POW+CHA||70
|-
|Gaze of Confusion||INT+POW||66
|}
{|
|Spells||Cleanse, Dry, Extinguish, Find (Book), Light, Lock, Polish, Preserve, Repair, Tidy
|}
{|
|+Fatigue
|-
|''Current Level''||x
|-
|''Skills''||x
|-
|''Move''||x
|-
|''Strike Rank''||x
|-
|''Action Points''||x
|}
{|
|''Abilities''||[[Construct]]
|-
|''Extra-Dimensional Book Repository''||A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
|-
|''Gaze of Confusion''||The library automaton chooses one creature it can see within 40 feet. On its turn, the library automaton may spend a magic point and the target must succeed on an opposed Willpower vs Gaze of Confusion roll or take 3d4+2 damage to its Intelligence until the end of its next turn. If the opposed roll succeeds, then the target loses half the amount of Intelligence.
|-
|''Bibliotelekinesis''||This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
|}
These small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.
''Eyes of the Past'': While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.
''Telekinetic'': While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.
''Sought by Wizards'': Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.
7b03c9b7d57b54de875a41c9fcf8ff95848f450c
320
319
2021-03-25T01:32:13Z
RaxTheGrey
1
wikitext
text/x-wiki
[[File:Library Automaton.png|frameless|right]]
<div class="toccolours mw-collapsible" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
{|
|''Height''||3'||''Weight''||50 lbs.
|}
{|
|''STR''||8
|''CON''||10
|''SIZ''||3
|''DEX''||13
|''INT''||14
|''POW''||12
|''CHA''||8
|}
{|
|''Action Points''||3
|''Damage Mod''||-1d4
|''Healing Rate''||2
|''Move Rate''||6
|''Initiative''||+14
|}
{|
|+ '''Combat Styles (STR+DEX)'''
|-
|''Style Name''||''%''||''Weapons Included''
|-
|Library Defense||33||Kick
|}
{|
|''Weapon''||''Damage''||''Size''||''Reach''||''AP/HP''||''Effects''||''ENC''||''Range''||''Load''
|-
|Kick||1d3||T||C||1/4||-||-||-||-
|}
{|
|+ '''Hit Locations'''
|''1d20''||''Location''||''Armor Worn''||''ENC''||''AP''||''HP''
|-
|1-3||Right Leg||Thin Metal||0||1||3
|-
|4-6||Left Leg||Thin Metal||0||1||3
|-
|7-17||Body||Thin Metal||0||1||5
|-
|18-20||Head||Thin Metal||0||1||3
|}
{|
|+ '''Standard Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Athletics||STR+DEX||21
|-
|Boating||STR+CON||18
|-
|Brawn||STR+SIZ||11
|-
|Conceal||DEX+POW||25
|-
|Customs||INT*2||50
|-
|Dance||DEX+CHA||21
|-
|Deceit||INT+CHA||22
|-
|Drive||DEX+POW||25
|-
|''Endurance''||CON*2||30
|-
|''Evade''||DEX*2||50
|-
|First Aid||INT+DEX||27
|-
|Influence||CHA*2||16
|-
|Insight||INT+POW||26
|-
|Locale||INT*2||80
|-
|Perception||INT+POW||60
|-
|Ride||DEX+POW||25
|-
|Sing||POW+CHA||20
|-
|Stealth||INT+DEX||27
|-
|Swim||STR+CON||18
|-
|Unarmed||STR+DEX||21
|-
|''Willpower''||POW*2||50
|}
{|
|'''Professional Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Bureaucracy||INT*2||50
|-
|Lore: History||INT*2||75
|-
|'''Languages'''||INT+CHA/INT*2||%
|-
|Common / Literacy||INT+CHA||52/52
|-
|Machine Speech / Literacy||INT+CHA||62/62
|}
{|
|'''Passions (POW+CHA)'''
|-
|''Passion''||''%''
|-
|Defend the Library||50
|-
|Help Library Patrons||80
|}
{|
|'''Magical Skills'''||''Magic Points''||12
|-
|''Skill''||''Characteristics''||''%''
|-
|Folk Magic||POW+CHA||70
|-
|Gaze of Confusion||INT+POW||66
|}
{|
|Spells||Cleanse, Dry, Extinguish, Find (Book), Light, Lock, Polish, Preserve, Repair, Tidy
|}
{|
|+Fatigue
|-
|''Current Level''||x
|-
|''Skills''||x
|-
|''Move''||x
|-
|''Strike Rank''||x
|-
|''Action Points''||x
|}
{|
|''Abilities''||[[Construct]]
|-
|''Extra-Dimensional Book Repository''||A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
|-
|''Gaze of Confusion''||The library automaton chooses one creature it can see within 40 feet. On its turn, the library automaton may spend a magic point and the target must succeed on an opposed Willpower vs Gaze of Confusion roll or take 3d4+2 damage to its Intelligence until the end of its next turn. If the opposed roll succeeds, then the target loses half the amount of Intelligence.
|-
|''Bibliotelekinesis''||This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
|}
</div></div>
These small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.
''Eyes of the Past'': While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.
''Telekinetic'': While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.
''Sought by Wizards'': Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.
4b7d2c59d63e50f51fc06c3aaf1e0d1ef58ed4ec
321
320
2021-03-25T01:56:57Z
RaxTheGrey
1
wikitext
text/x-wiki
[[File:Library Automaton.png|frameless|right]]
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
{|
|''Height''||3'||''Weight''||50 lbs.
|}
{|
|''STR''||8
|''CON''||10
|''SIZ''||3
|''DEX''||13
|''INT''||14
|''POW''||12
|''CHA''||8
|}
{|
|''Action Points''||3
|''Damage Mod''||-1d4
|''Healing Rate''||2
|''Move Rate''||6
|''Initiative''||+14
|}
{|
|+ '''Combat Styles (STR+DEX)'''
|-
|''Style Name''||''%''||''Weapons Included''
|-
|Library Defense||33||Kick
|}
{|
|''Weapon''||''Damage''||''Size''||''Reach''||''AP/HP''||''Effects''||''ENC''||''Range''||''Load''
|-
|Kick||1d3||T||C||1/4||-||-||-||-
|}
{|
|+ '''Hit Locations'''
|''1d20''||''Location''||''Armor Worn''||''ENC''||''AP''||''HP''
|-
|1-3||Right Leg||Thin Metal||0||1||3
|-
|4-6||Left Leg||Thin Metal||0||1||3
|-
|7-17||Body||Thin Metal||0||1||5
|-
|18-20||Head||Thin Metal||0||1||3
|}
{|
|+ '''Standard Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Athletics||STR+DEX||21
|-
|Boating||STR+CON||18
|-
|Brawn||STR+SIZ||11
|-
|Conceal||DEX+POW||25
|-
|Customs||INT*2||50
|-
|Dance||DEX+CHA||21
|-
|Deceit||INT+CHA||22
|-
|Drive||DEX+POW||25
|-
|''Endurance''||CON*2||30
|-
|''Evade''||DEX*2||50
|-
|First Aid||INT+DEX||27
|-
|Influence||CHA*2||16
|-
|Insight||INT+POW||26
|-
|Locale||INT*2||80
|-
|Perception||INT+POW||60
|-
|Ride||DEX+POW||25
|-
|Sing||POW+CHA||20
|-
|Stealth||INT+DEX||27
|-
|Swim||STR+CON||18
|-
|Unarmed||STR+DEX||21
|-
|''Willpower''||POW*2||50
|}
{|
|'''Professional Skills'''
|-
|''Skill''||''Characteristics''||''%''
|-
|Bureaucracy||INT*2||50
|-
|Lore: History||INT*2||75
|-
|'''Languages'''||INT+CHA/INT*2||%
|-
|Common / Literacy||INT+CHA||52/52
|-
|Machine Speech / Literacy||INT+CHA||62/62
|}
{|
|'''Passions (POW+CHA)'''
|-
|''Passion''||''%''
|-
|Defend the Library||50
|-
|Help Library Patrons||80
|}
{|
|'''Magical Skills'''||''Magic Points''||12
|-
|''Skill''||''Characteristics''||''%''
|-
|Folk Magic||POW+CHA||70
|-
|Gaze of Confusion||INT+POW||66
|}
{|
|Spells||Cleanse, Dry, Extinguish, Find (Book), Light, Lock, Polish, Preserve, Repair, Tidy
|}
{|
|+Fatigue
|-
|''Current Level''||x
|-
|''Skills''||x
|-
|''Move''||x
|-
|''Strike Rank''||x
|-
|''Action Points''||x
|}
{|
|''Abilities''||[[Construct]]
|-
|''Extra-Dimensional Book Repository''||A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
|-
|''Gaze of Confusion''||The library automaton chooses one creature it can see within 40 feet. On its turn, the library automaton may spend a magic point and the target must succeed on an opposed Willpower vs Gaze of Confusion roll or take 3d4+2 damage to its Intelligence until the end of its next turn. If the opposed roll succeeds, then the target loses half the amount of Intelligence.
|-
|''Bibliotelekinesis''||This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
|}
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
These small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.
''Eyes of the Past'': While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.
''Telekinetic'': While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.
''Sought by Wizards'': Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.
d4c40baad401f677e2288848dac9e70f4c05c61f
File:Library Automaton.png
6
120
318
2021-03-24T22:34:35Z
RaxTheGrey
1
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Ruornil
0
121
322
2021-12-25T03:07:14Z
RaxTheGrey
1
Created page with "''Allies'': ''Foes'': ''Others'': =Myths= * Battle of Diesmar (Resonance 90%) ** Behaviours: Bravery is necessary, Cooperation eases the burden, Sacrifice bears rewards..."
wikitext
text/x-wiki
''Allies'':
''Foes'':
''Others'':
=Myths=
* Battle of Diesmar (Resonance 90%)
** Behaviours: Bravery is necessary, Cooperation eases the burden, Sacrifice bears rewards
** Rewards: [[Eternal Life (RQ)|Eternal Life]], [[Heroic Aura (RQ)|Heroic Aura]], [[Wellspring (RQ)|Wellspring]]
=Holy Sites=
=Cults of Ruornil=
* [[The Tor of Lirorn]]
[[Category:Deity (RQ)]]
c4220634d1e1055825c2e06bc2c4f1007e2cba39
The Tor of Lirorn
0
122
323
2021-12-25T14:32:52Z
RaxTheGrey
1
Throwing in some stuff quick to make it a valid link.
wikitext
text/x-wiki
==Runes==
Harmony, Moon, Magic
==Mythos and History==
==Nature==
Some common church sayings:
* Something pithy I'm sure
==Organization==
==Membership==
==Ranks==
{|
!Rank
!Title
!Requirements
!Benefits
|-
|Common
|Lay Member
|Express desire to join church, Small donation
|Automatically find teachers for cult skills, though cost is not changed; protection of the cult
|-
|Dedicated
|Initiate
|Know at least 5 cult skills at 50% or higher
|Get training in cult skills at 25% discount; Considered a Lay Member of all allied cults
|-
|Proven
|Priestess
|Be an Initiate for at least 3 years, Know at least 4 cult skills at 70% or higher, Render valuable gift or service to the cult
|Get training in cult skills at 50% discount; May call for Divine Intervention
|-
|Overseer
|High Priestess
|Be a Priestess for at least 5 years, Know at least 3 cult skills at 90% or higher
|Get training in cult skills at 75% discount; May call on congregation's resources for free
|-
|Leader
|Tor Elke Kuppel
|Take leadership of the cult
|Gain the resources of the domain
|}
==Restrictions==
* Give a hoot, don't pollute
==Skills==
[[Commerce (RQ)|Commerce]], [[Deceit (RQ)|Deceit]], [[Devotion (RQ)|Devotion]], [[Endurance (RQ)|Endurance]], [[Exhort (RQ)|Exhort]], [[Influence (RQ)|Influence]], [[Survival (RQ)|Survival]]
==Magic==
Initiates gain access to the skills of Theism and can pray for miracles.
Miracles offered are:
Initiate: [[Backlash (RQ)|Backlash]], [[Behold (RQ)|Behold]], [[Blessing (RQ)|Blessing]], [[Dismiss Magic (RQ)|Dismiss Magic]], [[Heal Wound (RQ)|Heal Wound]], [[Perseverance (RQ)|Perseverance]], [[Snow (RQ)|Snow]], [[Soul Sight (RQ)|Soul Sight]]
Priestess: [[Beast Form (RQ)|Beast Form]], [[Blast Earth (RQ)|Blast Earth]], [[Call Winds (RQ)|Call Winds]], [[Cloud Call (RQ)|Cloud Call]], [[Consecrate (RQ)|Consecrate]], [[Corruption (RQ)|Corruption]], [[Raise Undead (RQ)|Raise Undead]]
High Priestess: [[Excommunication (RQ)|Excommunication]], [[Extension (RQ)|Extension]], [[Fidelity (RQ)|Fidelity]]
==Gifts==
==Allies and Enemies==
[[Category:Cult (RQ)]]
[[Category:Theist Cult (RQ)]]
[[Category:Ruornil Cult (RQ)]]
f13d13563ea8e62132481aee32a5beb194b454ce
Realms (BRQ)
0
100
324
262
2021-12-25T14:52:33Z
RaxTheGrey
1
/* Source Domains */
wikitext
text/x-wiki
== Landed Domains ==
[[The Giantdowns]]
== Guild Domains ==
== Law Domains ==
== Source Domains ==
[[Shadow Obelisk]]
[[The Njorl Stone]]
== Temple Domains ==
[[The Emerald Spiral]]
d03df83a4c3b144e69cc88a92f3e71eed09e9d58
325
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2021-12-25T14:52:52Z
RaxTheGrey
1
/* Source Domains */
wikitext
text/x-wiki
== Landed Domains ==
[[The Giantdowns]]
== Guild Domains ==
== Law Domains ==
== Source Domains ==
* [[Shadow Obelisk]]
* [[The Njorl Stone]]
== Temple Domains ==
[[The Emerald Spiral]]
8fcf43e3286d6b5a4bc10f064f19acfa9eabaa71
326
325
2021-12-25T14:54:57Z
RaxTheGrey
1
/* Source Domains */
wikitext
text/x-wiki
== Landed Domains ==
[[The Giantdowns]]
== Guild Domains ==
== Law Domains ==
== Source Domains ==
* [[Shadow Obelisk]]
* [[Stone of the Forest]]
== Temple Domains ==
[[The Emerald Spiral]]
a0c7d911d52a9d8d0ad5d5326cf21889c1c158a5
Crafting Materials
0
123
328
2022-10-07T20:20:28Z
RaxTheGrey
1
Created page with "This is a list of various magical and mundane crafting materials that could appear in the various campaigns run by BRGC members. <ul> <li>Iron <div class="toccolours mw-collapsible mw-collapsed" > <div style="font-weight:bold;line-height:1.6;">Stats</div> <div class="mw-collapsible-content"> <div class="toccolours mw-collapsible mw-collapsed" > <div style="font-weight:bold;line-height:1.6;">D&D 3.5</div> <div class="mw-collapsible-content"> TODO: Enter D&D 3.5 system in..."
wikitext
text/x-wiki
This is a list of various magical and mundane crafting materials that could appear in the various campaigns run by BRGC members.
<ul>
<li>Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Cold Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Steel
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Silver
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Mithral
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Adamantine
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Quicksilver
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Electrum
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Orichalcum
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Sky Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Wolfram
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Stygian Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Ignan Brass
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Terran Quartz
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Seraphite
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Desecrated Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Lycanthrope Leather
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Farfrost Ice
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Sylvan Bark
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Demigel
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dryftwood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Titanium
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Obsidian
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Stone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Nimbus Silk
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Silk
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Wood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Darkwood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dragonhide
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dragon Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
</li>
</ul>
2964261159e4a40772fb720ef963f7d0b6a084ff
329
328
2022-10-07T20:44:27Z
RaxTheGrey
1
wikitext
text/x-wiki
This is a list of various magical and mundane crafting materials that could appear in the various campaigns run by BRGC members.
<ul>
<li>Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Cold Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
<p>This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. For example, a +2 longsword made of cold iron would cost 10,330 gp, because the price doubles for the longsword itself (15 gp to 30 gp), the +2 enhancement bonus costs 8,000 gp, and enhancing cold iron costs an additional 2,000 gp. (The price includes 300 gp for the masterwork component.)</p>
<p>Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.</p>
<p>A double weapon that has only half of it made of cold iron increases its cost by 50%. A two-bladed sword with one end of cold iron and the other end steel would cost 150 gp.</p>
<p>Cold iron has 30 hit points per inch of thickness and hardness 10.</p>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Steel
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Silver
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
<p>A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.</p>
<p>On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.</p>
<p>Alchemical silver has 10 hit points per inch of thickness and hardness 8.</p>
<table>
<tr>
<th>Type of Alchemical Silver Item</th>
<th>Item Cost Modifier</th>
</tr>
<tr>
<td>Ammunition</td>
<td>+2 gp</td>
</tr>
<tr>
<td>Light weapon</td>
<td>+20 gp</td>
</tr>
<tr>
<td>One-handed weapon, or one head of a double weapon</td>
<td>+90 gp</td>
</tr>
<tr>
<td>Two-handed weapon, or both heads of a double weapon</td>
<td>+180 gp</td>
</tr>
</table>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Mithral
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
<p>Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor or not). Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).</p>
<p>An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)</p>
<p>Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.</p>
<p>Mithral has 30 hit points per inch of thickness and hardness 15.</p>
<table>
<tr>
<th>Type of Mithral Item</th>
<th>Item Cost Modifier</th>
</tr>
<tr>
<td>Light armor</td>
<td>+1,000 gp</td>
</tr>
<tr>
<td>Medium armor</td>
<td>+4,000 gp</td>
</tr>
<tr>
<td>Heavy armor</td>
<td>+9,000 gp</td>
</tr>
<tr>
<td>Shield</td>
<td>+1,000 gp</td>
</tr>
<tr>
<td>Other items</td>
<td>+500 gp/lb.</td>
</tr>
</table>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Adamantine
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
<p>Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.</p>
<p>Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal; for instance, an adamantine great-sword has 13 hit points instead of the normal 10 for steel. Adamantine has 40 hit points per inch of thickness and hardness 20.</p>
<table>
<tr>
<th>Type of Adamantine Item</th>
<th>Item Cost Modifier</th>
</tr>
<tr>
<td>Ammunition</td>
<td>+60 gp</td>
</tr>
<tr>
<td>Light armor</td>
<td>+5,000 gp</td>
</tr>
<tr>
<td>Medium armor</td>
<td>+10,000 gp</td>
</tr>
<tr>
<td>Heavy armor</td>
<td>+15,000 gp</td>
</tr>
<tr>
<td>Weapon</td>
<td>+3,000 gp</td>
</tr>
</table>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Quicksilver
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Electrum
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Orichalcum
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Sky Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Wolfram
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Stygian Iron
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Ignan Brass
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Terran Quartz
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Seraphite
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Desecrated Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Lycanthrope Leather
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Farfrost Ice
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Sylvan Bark
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Demigel
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dryftwood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Titanium
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Obsidian
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Stone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Nimbus Silk
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Silk
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Wood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Darkwood
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
<p>This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.</p>
<p>Darkwood has 10 hit points per inch of thickness and hardness 5.</p>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dragonhide
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.</p>
<p>Because dragonhide armor isn’t made of metal, druids can wear it without penalty.</p>
<p>Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.</p>
<p>Dragonhide has 10 hit points per inch of thickness and hardness 10.
</p>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
<li>Dragon Bone
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Stats</div>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 3.5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 3.5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">D&D 5</div>
<div class="mw-collapsible-content">
TODO: Enter D&D 5 system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">FATE</div>
<div class="mw-collapsible-content">
TODO: Enter FATE system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">Mythras</div>
<div class="mw-collapsible-content">
TODO: Enter Mythras system information
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" >
<div style="font-weight:bold;line-height:1.6;">OSR</div>
<div class="mw-collapsible-content">
TODO: Enter OSR system information
</div></div></div></div>
</li>
</li>
</ul>
422ef0fb5f5f6afb886043e80284562b681a950c
Gild Trained
0
111
330
294
2023-09-11T21:14:17Z
RaxTheGrey
1
Alphabetized the Gild names
wikitext
text/x-wiki
{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Apple Gild]]
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Hawthorn Gild]]
|-
|||Area Lore: wilderness areas
|-
|||Forest Lore
|-
|||Hunt
|-
|||Survival
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Linden Gild]]
|-
|[[Oak Gild]]
|}
[[Category:Virtue (ArM)]]
d3deadcd7d5b67e21487b4e7fdf6744144a7822b
331
330
2023-09-11T21:15:58Z
RaxTheGrey
1
Removed Forest Lore from Hawthorn gild since it can only be improved through practice making it impossible to teach.
wikitext
text/x-wiki
{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Apple Gild]]
|-
|[[Ash Gild]]
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Hawthorn Gild]]
|-
|||Area Lore: wilderness areas
|-
|||Hunt
|-
|||Survival
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Linden Gild]]
|-
|[[Oak Gild]]
|}
[[Category:Virtue (ArM)]]
2a1fe09ba12a10f408c1ec416b9977a2e33fee70
332
331
2023-09-11T21:29:16Z
RaxTheGrey
1
Flesh out the gild training a bit
wikitext
text/x-wiki
{| class="wikitable"
|+ Gild Training Options
!Gild
!Ability/Art/Spell
|-
|[[Apple Gild]]
|-
|||Civil and Canon Law
|-
|||Etiquette
|-
|||Organization Lore: The Church
|-
|||Theology
|-
|||craft magic spells
|-
|[[Ash Gild]]
|-
|||Code of Hermes
|-
|||Hunt
|-
|||Penetration
|-
|||battle spells
|-
|[[Elder Gild]]
|-
|||Etiquette
|-
|||Fairy Lore
|-
|||fairy spells
|-
|[[Hawthorn Gild]]
|-
|||Area Lore: wilderness areas
|-
|||Hunt
|-
|||Survival
|-
|||Animal & Herbam arts
|-
|||nature spells
|-
|[[Linden Gild]]
|-
|||Charm
|-
|||Etiquette
|-
|||communication spells
|-
|[[Oak Gild]]
|-
|||Code of Hermes
|-
|||Magic Theory
|-
|||any spells
|}
[[Category:Virtue (ArM)]]
0ff540e12e9dd41cad68817087a4ce14b8ec7016